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The Totality of Ygg An OSR rules variant Written and designed by Stefan Antonowicz Cover design by vil Spriggan and Nightchildren artwork by Anastasia Ordonez Playtesters were Anastasia Ordonez, Eric Coumbe, Javier Peña, Rob Rea, Bobby Plank, Lou Coehlo, Cardell Kerr, Shane Burke, Rob Zasso, and Dave Herling. You guys - I couldn’t have done it without you. Thanks for your input and patience. I used LATEX for the layout. The source code is available at https://github.com/gadhra/totalityofygg All other artworks (except the cover) are in the public domain. Original works by Ulisse Aldrovandi, Gustave Dore, Harry Clarke, Henry Justice Ford, John Batten, Piranesi Carseri, Thomas Hood, X.B. Saintine, Guy Boothby, Martin Farquhar Tupper, Gaston Vuillier, Luigi Robecchi-Bricchetti and others. I’m going to paraphrase Emmy Allen here, because intellectual property law is hard and it’s giving me a headache and I’ve got games I want to play. The rules for the Totality of Ygg are built on the shoulders of giants; they will always and forever be free (if I ever Kickstart a physical copy or what-have-you, I promise that any money raised will go towards artists and printing/shipping costs and that’s it). I’ve included the OGL at the end of the book to respect those who published their works under it, and linked to folks I’ve ”borrowed” from (in the Pablo Picasso sense) in Appendix N and in the text - but otherwise feel free to steal, copy, and reproduce as you wish. Just be cool (please) and put what you make back into the public domain.
So, what can you expect? ”Dungeon Master” friendly. I’ve been the group DM for forever. I’ve spent many, many (so many) hours prepping, statting, rolling dice, and trying to create an adventure 2 hours before the game is supposed to start. These rules are my answer to problems and issues I’ve seen pop up time and again in games I’ve run. Players roll most of the dice (which eases narration for the DM); balanced monster stats can be generated quickly and easily on the fly; and there are multiple resource levers you can pull (instead of just hit points, XP, and money) to give your players a good challenge with plenty of middle ground. Medium ”Crunch”. The ToY rules lie in the middle ground between high and low crunch. While I’ve got great memories of someone at the table poring over a rulebook and having a sudden ”Eureka!” moment, I’ve also got less happy memories of certain unnamed games losing themselves in the complex rules of their cyberpunk future (random example). There are plenty of charts and plenty of dice rolling, but I’ve tried to keep the door open to the ”rulings not rules” approach that I think is the most fun ”Old School” feel. OSR has been an absolute embarrassment of riches for the hobby; the involvement of artists in the community has mixed the joy of those old Red Box games with an inventiveness and creativity that has had me jump out of my seat more than once. OSR is how I remember playing the 80s (or, at least, how I wish my games had been in the 80s). Free. The rules for the Totality of Ygg will always and forever be free. I hope you enjoy these rules as much as I did writing them. May your games be fun, your memories endless, and your friendships eternal!
Table of Contents
Mechanics . . . . . . . . . . Rolls . . . . . . . . . Dice . . . . . . . . . Tangible Stats . . . . . Intangible Stats . . . Time . . . . . . . . . Distance . . . . . . . Other Stuff . . . . . . The Band . . . . . . . . . . . The Totality of Ygg . . Acheron . . . . . . . Making a Living . . . Adventurer Creation . The Tribes of the Authority . . . The Sellsword . . . . . The Knave . . . . . . The Philosopher . . . The Mystic . . . . . . The Unseelie Court . . . . . . The Myrkálfar . . . . . The Spriggan . . . . . The Pooka . . . . . . The Night Child . . . . Advancement . . . . . . . . . Glory . . . . . . . . . Adventuring . . . . . Looting and Spending Carousing . . . . . . Gaining a Level . . . . Skills and Saves . . . . . . . . Skills . . . . . . . . . Saves . . . . . . . . . Combat . . . . . . . . . . . . Rules of Engagement . When The Dust Settles Civilization . . . . . . . . . . Weights and Measures Settlements . . . . . . Languages . . . . . . Equipment . . . . . . . . . . Burden . . . . . . . . Weapons . . . . . . . Armor . . . . . . . . Adventuring Gear . . Narcotics . . . . . . . Transport . . . . . . . Henchmen . . . . . . Cost . . . . . . . . . Miscellany . . . . . . . . . . Effects . . . . . . . . Vision . . . . . . . .
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Terror, Horror, and Madness Arcana . . . . . . . . . . . . . . . Magic in the Totality . . . . Mechanics . . . . . . . . . Charms . . . . . . . . . . The Forgotten . . . . . . . . Leechcraft . . . . . . . . . Liturgies . . . . . . . . . . Mysteries . . . . . . . . . . Necromancy . . . . . . . . Sacraments . . . . . . . . . Whispers . . . . . . . . . . Wizardry . . . . . . . . . . Research . . . . . . . . . . . . . . Chymistry . . . . . . . . . . Inscription . . . . . . . . . Medicinals . . . . . . . . . Marvels . . . . . . . . . . . . . . . Miracle Working . . . . . . Occultism . . . . . . . . . . Wonders . . . . . . . . . . . . . . Staff Magic . . . . . . . . . Sword Magic . . . . . . . . Arbiter . . . . . . . . . . . . . . . Miscellany . . . . . . . . . Movement . . . . . . . . . Knavery . . . . . . . . . . Travel . . . . . . . . . . . . Monsters . . . . . . . . . . Checklists . . . . . . . . . . Appendices . . . . . . . . . . . . . Appendix A: Combat Tables Appendix B: Random Tables Appendix C: Arcane Troubles Appendix D: Wizardry . . . Appendix E: The Math . . . Appendix N . . . . . . . . .
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Mechanics
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Rolls There are 3 types of ”special” die rolls in ToY
Roll to Succeed
Roll Roll 20 Roll to Beat Roll to Succeed
In a Roll to Succeed try, you must roll a die without rolling a Failure (a natural 1 or 2). R✓rolls cannot be modified (though they can sometimes be changed).
Symbol R⑳ R⧁ R✓
Rolls are distinct from one another i.e. powers and abilities that affect R⑳ (like a Knave’s Luck Die) cannot affect R⧁ or R✓.
Failure A Failure occurs when you roll a natural 1 or 2 on a R✓(natural means that’s what’s on the face of the die). Failure has different effects depending on the type of die you might be rolling. Details of what happens if you fail will be in the description of the roll.
Making an R⑳ , R⧁ , or R✓attempt is a try
Roll Twenty In a Roll 20 try, you have to roll a 20 or better with a combination of dice and modifiers. A 19 misses, a 20 succeeds.
Roll to Beat In a Roll to Beat try, you roll one or more dice with modifiers and try to beat 1 or more other R⧁ rolls. The type of dice will be defined with the R⧁ . An orc trys to push a barbarian off a ledge. Both the orc and the barbarian try a R⧁ : ♣VIG test, highest roll wins A sorcerer casts Battering Beam at a kobold. The kobold fails its Save and must try a R⧁ : ♣VIG vs. the sorcerer’s ♦INT Two Allies rush toward an idol teetering on the brink of a chasm. They each try a R⧁ : Move +♠DEX test to see who gets there first When Monsters try a R⧁ , they add their HD as a modifier to their test i.e. a 6 HD Monster adds +6 to their R⧁ roll. When Allies roll a R⧁ , they add their level as a modifier to their test if they are rolling their Primary Stat. Ties go to the Allies. If there’s a tie between Allies, roll a d6 and add its result to your R⧁ until there’s a winner.
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Dice Usage Dice
The ToY rules use 10 different dice: d24, d20, d16, d12, d10, d8, d6, d4, d3, and d2 (a coin flip). If you were to dump out all the dice in your Crown Royal bag and put them in order from lowest to highest (d2, d3, d4, etc), you’d have a Dice Chain
Use A die used to R✓or modify R⑳ tries. It moves DC⇩on a Failure
Dice Chains Ed: To the best of my knowledge, the Usage Die is a mechanic invented by David Black.
The ToY dice chain is:
When you roll a Use , the die moves DC⇩on a Failure. If your Use is a d2, it’s automatically exhausted after you roll.
d2 ⇔ d3 ⇔ d4 ⇔ d6 ⇔ d8 ⇔ d10 ⇔ d12 ⇔ ... ... d16 ⇔ d20 ⇔ d24
All Use have a maximum ([max] ) and current value. For example, your Use for your Armor might be a d8 [max] but you’ve taken a few hits and now it’s a d6 (current). Unless specified, a DC⇩or DC⇧refers to the ”current” value. i.e. ”your Presence moves DC⇩” vs. ”your [max] Presence moves DC⇩”
When you see DC⇧, move 1 up the dice chain (so from a d6 to a d8). When you see DC⇩, move 1 down the dice chain (so from a d6 to a d4). Dice can’t go higher than d24 or lower than d2. If a die is exhausted that means it is lost (set to 0).
Pool Dice
Static Dice Pool A die used to R✓. It is exhausted on a Failure
Static The base die used in R⑳ and R⧁ tries.
Pool dice are like Use , except the die is immediately exhausted when you roll a Failure (it doesn’t move DC⇩like a Use does).
Static dice are dice used in R⑳ and R⧁ tries; they are often combined together with other modifiers to get to a 20 or better.
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Tangible Stats
Intangible Stats Intangible Stats are the nonphysical, abstract aspects of your character. Intangible Stats are Use and their die will decrease with use. You can use your Intangible Stats to modify any R⑳ or R⧁ try using its corresponding Tangible Stat (see below).
Tangible Stats are the physical, definable aspects of your character. Tangible Stats are Static and don’t go up or down unless something really bad happens. Each Mortal Trope has a Primary Stat listed below.
Each Unseelie Species has a Primary Stat listed below.
Vigor
Presence
How strong you are, how much pain and hardship you can endure, your physical essence. In Combat, ♣VIG is used when Fighting with Hard weapons. ♣VIG is the Primary Stat for Sellswords.
Confidence, attractiveness, leadership, and intimidation. The Arbiter might ask you if you’d like to try a R✓with your Presence Use if you’re trying to sweet talk someone, keep a group of peons from breaking morale, or scaring a couple of kobolds into telling you what you want to know.
Dexterity How adroit you are, your hand-eye coordination, your speed. In Combat, ♠DEX is used when Fighting with Fast weapons and Guarding against attacks. ♠DEX is the Primary Stat for Knaves.
You can roll your Presence die and add its result to any R⑳ or R⧁ try you’re making that involves ♣VIG . If your Presence is exhausted, your confidence ebbs: you are unable to heal Grit until you gain a Presence Use back.
Intellect
Presence is the Primary Stat for Pooka. How smart you are, how observant you are, how easy it is for you to learn and remember things. In Combat, ♦INT is combined with your Move Die to determine Init (when you get to take your turn in Combat). ♦INT is the Primary Stat of Philosophers.
Talent It always seems like you’re in the right place at the right time, or that you have the favor of the Gods. The Arbiter might ask you if you’d like to try a R✓with your Talent Use if you’re trying to see if something works by pure random luck (”I randomly press buttons on the console and hope something good happens”; ”I close my eyes and try to jump off the roof into the hay cart”).
Focus How well you can concentrate, how patient you are, your will to live, your ability to observe and control magical energies. In Combat, ♥FOC is rolled for Crits and Fumbles and when you are Dying. ♥FOC is the Primary Stat of Mystics
You can roll your Talent die and add its result to any R⑳ or R⧁ try you’re making that involves ♠DEX . If your Talent is exhausted, your luck has run out: you automatically take a 1 in any Luck Contests until you gain a Talent Use back. Talent is the Primary Stat for Night Children
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Awareness
Sanity
Your idle perception, your ”sixth sense”. The Arbiter might ask you if you’d like to try a R✓with your Awareness Use to see if you notice something that you might not be actively looking for (you can say no!).
How lucid you are, and how likely you are to keep your cool. The Arbiter might tell you to try a R✓with your Sanity Use when you see something particularly heinous (you don’t get to say no on this one). You can roll your Sanity Use and add its result to any R⑳ or R⧁ try you’re making that involves ♥FOC . If you ever Fail a Sanity roll (roll a 1 or a 2), you must roll on Terrifying Tables (the Arbiter will determine which table to roll on). If your Sanity is exhausted, you immediately gain the Madness Shot Nerves (in addition to any other Madnesses you might gain) until you gain a Sanity Use back.
You can roll your Awareness die and add its result to any R⑳ or R⧁ try you’re making that involves ♦INT . If your Awareness is exhausted, you are mentally fogged: you always lose Init until you gain an Awareness Use back. Awareness is the Primary Stat for Spriggan
Sanity is the Primary Stat for Murks
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Time Time is divided into abstracts: Moments, Minutes, Hours, Days, Weeks, Years, etc. No specific amount of time is specified i.e. ”that will take Minutes to do” or ”you’ll need to rest for Hours”
Adventure
Combat
Resting
Combat is divided into Moments and takes Minutes to complete. You can take 1 or 2 Actions every Moment, depending on your Init.
Using time to rest is divided into 3 groups:
Determined by the Arbiter, see the section on Adventures.
1. Taking a Breather: Takes Minutes. More details found in Combat 2. Taking a Bivouac: Takes Hours. More details found in Combat
Top Of / Bottom Of ... Effects that happen at the top of the Moment occur immediately before you personally take your first Action, but after you’ve rolled Init.
3. Taking a Vacation: Takes Days or Weeks. More details found in Civilization
Effects that happen at the bottom of the Moment occur immediately after everyone (including Monsters) has taken all their Actions, before Init is rolled.
Distance Combat
Markovian Some spells or effects have a ”Markovian” duration. Markovian effects start immediately but have a random duration over the course of Moments. Markovian durations have a duration die attached to them i.e ”d4 Markovian”.
Like Time, Distance is broken into abstract lengths: Close, Nearby, Far-Away, and Distant. [max] Combat distance is 100 meters Close Nearby Far Away Distant
At the bottom of a Moment, R✓using the effect’s duration die. If you roll a Failure (a 1 or a 2) for the effect, it immediately ends. Otherwise, the duration die moves DC⇩. For example, if you were struck by a Ghast and paralyzed for d4 Markovian, you would roll a d4 at the bottom of the Moment for the effect. If you rolled a 1 or a 2, the paralysis effect would end. If you rolled a 3 or a 4, the die would move to a d3.
∼ 1m ∼ 10m ∼ 50m ∼ 100m
Non-Combat Non Combat distances are covered in the Arbiter’s section on Travel
Session When you sit down to play, this begins a ”session”. When the game stops and everyone goes home, that ends the session.
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Other Stuff Terror Horror and Madness
Luck Contests
Bearing witness to horrible or terrible things will prompt a try with your Sanity Use . If you roll a Failure, you must roll on the Terrifying Tables (the Arbiter will determine which table to roll on).
The Arbiter may call for a Luck Contest if she is trying to figure out what random bad thing is going to happen to someone (”the ogre turns his attention towards one of you”; ”one of you gets hit with 2 effects, not just one”, etc. )
Examples that might prompt a Sanity roll: witnessing a member of the party getting killed; a horrifying creature you’ve never seen before; a situation that shakes your beliefs; or surviving a brush with Death
You can choose to try using any Intangible Stat Use you choose. Instead of rolling the Use , you can opt to ”take a one” (meaning your roll is an automatic 1). The person with the lowest roll is the victim. If there’s a tie for last (including if multiple people decide to ”take a one”), the Arbiter chooses the adventurer with the lowest [max] Talent. If there is still a tie, the Arbiter gets to pick (roll randomly or do whatever feels right).
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The Band
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face behind Tartarus in a spectacular eclipse. During this time it is pitch dark, a time of great mischief, fear, and terror until Helios peeks her face from behind Tartarus to begin the wheel anew.
The Totality of Ygg The immeasurable gardens of the Prime MānaYood-Sushāī lie at the center of nothingness; from the gardens’ center grows Ygg, the tree of the Multiverse. Beneath its infinite branches Māna-YoodSushāī dreams of existence, and when Māna-YoodSushāī awakens it will mean THE END. Overhead, uncountable plumules grow from boundless limbs (each a universe in their own right), and Time marches steadily through the tributaries of Ygg’s phloem. The Totality refers to the gardens, MānaYood-Sushāī , the Small Gods that play silently at his bedside, and everything that exists beneath them.
Ed: I happened to have picked Acheron for these rules, but I hope you’ll feel comfortable picking something else - either around this star, or another, or in another universe entirely. Wherever you see ”Acheron” written, let your mind run wild!
Acheron 30,000 years ago, your ancestors stopped their incessant wandering and began settling down onto farms - farms which grew to cities, and civilizations. Scores if not hundreds of empires have risen and fallen on Acheron, each successive generation (re)building on the broken bones of whatever came before. The wreckage of the past dot Acheron not just physically in ruined buildings and destroyed palaces, but socially, spiritually, and morally. The infection of these crumbling societies seeps into your everyday life. You are a cargo cult of a cargo cult stumbling in the shadow of titans.
Growing inside one of these buds, at the off-center of a lenticular galaxy, a gas giant spins slowly around a star in a modest elliptical orbit; around this Goliath five moons are caught in a gravitational embrace. The natives of these moons call the porphyry gas giant Tartarus, its star Helios - and have named themselves as well: Acheron, Cocytus, Phlegethon, Styx, and Lethe.
This makes Acheron very dangerous outside of the borders of cities. Four major cities are the capitals of the four provinces; smaller towns and hamlets ooze like fungus here and there between forgotten crypts, feral ecosystems, abandoned cities, and rotting technology; multiple vast empires of Unseelie fight and die in the Veins of the Earth beneath the surface of the moon. The mortals huddle together in their ”civilizations”, hoping the campfires keep the wolves at bay. But where some might despair, others find opportunity ... The moons each have a land mass about twice the size of Asia; they are roughly equidistant from one another, meaning that from any single moon you can see two other moons glittering in the night sky. Tartarus is faintly visible in the morning light; as the day progresses, a crescent appears as Helios alights upon the visible side of the planet. Tartarus waxes, and its fullness heralds the coming of night. The light of Tatarus provides significant illumination at dusk - enough to read by - but becomes more and more shadowy as the night progresses and the two moons become more and more vibrant. It is darkest before dawn; Helios rises and hides her
Making a Living This amalgam of peoples building on the bones of civilizations has lead to the creation of interesting economies. All precious metals (silver and gold) have been mined, pressed into coins and candelabra - but re-buried and lost when their nations fell. Similarly, iron may have once been plentiful but now exists only in tools, armor, weapons; ingots and coins. Practically, this has made iron, silver, and gold the uniform system for measuring credits
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and a Complication; if you’re Unseelie, choose a Species.
and debts for the past few millennia. You are an Adventurer who, for your own reasons, has decided to ”rescue” this iron, silver, and gold from the tombs, caverns, and dungeons of Acheron. It is dangerous to go alone, however you need to be in a Band. Adventurers in the Totality of Ygg form caravans, companies, and expedition parties to loot treasures, rob tombs, unearth eldritch horrors, and generally eke out a living. Your Band of like-minded adventurers will work together towards the acquisition of these riches; high danger, high reward.
Step 6: Choose your Languages Everyone starts with Acheron, the ”common” tongue. If you are Mortal, you also can speak one Dialect of your choice as you secondary language. If you are Unseelie, your secondary language(s) is/are: Pooka: Saltish or Birdsong Murk: Silent Speech Night Child: Draconic Spriggan: Archaic, Fiendish, and Seraphic
Adventurer Creation
Finally,R⑳ using your ♦INT + d12. If you roll a 20, gain one additional language; 21, two languages; and 22, three additional languages. It’s up to you if you can read AND write these languages.
To create an Adventurer: Step 1: Define your Tangible Stats and Intangible Stats For your Tangible Stats, choose one of the following dice combinations, and assign a single die to ♣VIG , ♠DEX , ♦INT , and ♥FOC (”bigger” dice are better)
Step 7: Flesh and Grit Your starting Flesh is the [max] value of your Vitality as listed under your Trope or Species. For example, Sellswords have a Vitality of d10, so they start with 10 Flesh.
• d10, d10, d6, d6
Roll your ♣VIG . If the total is greater than your current Flesh, your Flesh is that number instead (i.e. if you roll a 6 and you have 4 Flesh, your Flesh is now 6). Sellswords add their [lvl] to this roll, but no other modifiers.
• d10, d8, d8, d6 • d8, d8, d8, d8 Your Intangible Stats start at a d6 (though these may be increased during character creation)
Step 8: I’m With the Band
Step 2: Initial Skills
You and the rest of the players should come up with a name for your Band (some examples from our playtests - the Blood Eagle Electrum Company, the Mobos, Mel’s Minions, the Iron Maidens). Write the name of your Band on your character sheet.
Write down the 7 basic Skills: Bushcraft, Eyeball, Listen, Lore, Math, Salt, and Travel. You start Trained in one of these skills (d8,+1) but Untrained in the rest (d4,+0) Step 3: Initial Saves Write down the 3 basic Saves: Hex, Toxins, and Doom. You start Preserved in one of these Saves (d8,+1) but Defenseless in the other 2 (d4,+0) Step 4: Initial Death You start with a Precarious (d10) Death . Step 5: Mortal or Unseelie? Decide if your adventurer is Mortal or Unseelie. If you’re Mortal, choose a Trope and pick your Virtues
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The Tribes of the Authority
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The Knave In the ”Sayings of Limpang-Tung”, he vows to ”... send jests into the world and a little mirth”, and that we should pray to Limpang-Tung ”... while Death seems to thee as far away as the purple rim of hills; or sorrow as far off as rain in the blue days of summer”. But ... as we grow old, then it is pointless to pray to Limpang-Tung, for you have become ”...part of a scheme that he doth not understand”. You are a thrill-seeker and materialist; you seek to drink down life to the last dregs. You prefer stealth over violence, but you are capable of much violence if need be. Your Primary Stat is ♠DEX The Philosopher Eld, first of the high Prophets, told the prophet Imbaun on his initiation that ”... we have all looked upwards in the Hall of Night towards the secret of Things, and ever it was dark, and the Secret faint and in an unknown tongue.” As we know, however, Imbaun was to become the prophet of Dorozhand, and was shown ”... the paths of Sish stretching far down into future time”. There is always more to know before THE END. You seek to understand the Secret and uncover its power, before you fall beneath the sword of Mung. Your Primary Stat is ♦INT The Mystic The eyes of Dorozhand, god of Destiny, have gazed upon the Mystic - they become ”... the arrow from the bow of Dorozhand hurled forward at a mark he may not see - to the goal of Dorozhand.” Even the Small Gods fear Dorozhand, for ”... they have seen a look in the eyes of Dorozhand that regardeth beyond the gods.” You believe in believing; in fate, kismet, and destiny; that we all have a role to play in the Small God’s game at the bedside of Māna-Yood-Sushāī . Your Primary Stat is ♥FOC
And Kib grew weary of the second game, and raised his hand in the Middle of All, making the sign of Kib, and made Men: out of beasts he made them, and Earth was covered with Men. ∼ Lord Dunsany The Tribes of the Māna-Yood-Sushāī , the Mortal races, cover each of the moons of Tartarus from the tops of Acheron’s Mountains of Madness to the depths of Styx’s Caliphate of Holes. Mortals are pursued by Sish, the Destroyer of Hours, and perish beneath the sign of Mung, the God of All Deaths. Despite the belief that the children of Kib are just playthings for the Small Gods, they breed and spread prolifically. Through this cycle of life and death, Order is maintained in the face of Chaos. You are marked by the sign of Kib, and blessed with a soul (the noumenon, the ”thing in itself”). Because you have a soul, you are Hallowed; a member of the Tribes sacred to Māna-Yood-Sushāī . Hallowed things stand in opposition to Magic - the phenomenon whose rules are bound by Chaos rather than Order. Mortals are all of the same species (though their appearance varies greatly!). Mortal Adventurers divide themselves into four different disciplines called Tropes: The Sellsword The heresy of the Saigoths prophesizes that at the end of things, Mung will set his back against Trehagobol and ”...wielding the Sword of Severing which is called Death, shall fight out his last fight with the hound Time, his empty scabbard Sleep clattering loose behind him”. You see the inevitability of Death in everything around you, and seek to be the last standing. Your Primary Stat is ♣VIG
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Creation
The Sellsword
1. Move any of your core Skills DC⇧ How heavy this axe Burden carried from birth Wrought in Stygian visions By the gods of the earth ∼ The Sword, ”How Heavy this Axe”
2. Move any of your core Saves DC⇧ 3. Give yourself a Deed Die of d4 4. Pick three Virtues from the list below. You can only pick each Virtue once. 5. Pick one Complication from the list below (or make up your own with the Arbiter!)
The Basics Tough
6. Write down your Starting Gear
Sellswords have a d10 Vitality
Fortitude
Virtues
You add your [lvl] to any R⑳ or R⧁ attempt that includes your ♣VIG die.
Blademaster Duelist Huntsman Intangibles Lethal My Father’s Sword Second Skin Three Kills Per Stroke Tougher Than a Coffin Nail Veteran
The Deed Die You start with a d4 Deed Die, a Use whose result can be applied to any of your Fight checks. Roll the Deed Die and add its result to your Fight roll; if you hit, also add the result to your damage (applied after the die explodes, if applicable). You can roll your Deed Die after your Fight check is rolled (it doesn’t have to be at the same time), but you can only roll it once per Moment. Don’t forget that this is a Use , so it moves DC⇩if you roll a 1 or a 2.
Blademaster Two handed weapons count as one Significant Item instead of two. You also add your [lvl] to damage (applied after the die explodes, if applicable)
Duelist You start the game with two Fast weapons of your choice (including the Knave’s Sword). You can use the Florentine Mighty Deed regardless of your ♠DEX
Huntsman You start the game with Light Armor and a Strongbow with a Quiver of Arrows (d10 Use )
Intangibles You may move two different Intangible Stats of your
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choice DC⇧. Describe to the Arbiter why these Intangible Stats are better than average.
Tougher Than a Coffin Nail Immediately:
Lethal If you roll [max] damage for your weapon, the die explodes i.e. you roll again and add the second roll to the first. If you roll [max] damage again, the roll continues. This roll has to be a natural (not modified) roll (though some powers and abilities can change a natural roll). Modifiers to damage are added or subtracted after the die explodes (including Deed Die). Note that this means you can’t Crit since your last roll is never technically the [max] .
• Raise any of your Saves DC⇧(this is in addition to your initial Save DC⇧); • Raise your Death to start at Tough, d12 • Add +2 Flesh
Every time you gain a level: roll your ♣VIG . If the result of your roll is greater than your current Flesh, replace your Flesh with that result. You can make this roll at any time during Vacation.
Charse the Lethal attacks a goblin with a Shortsword (d6). He makes his Fight check and hits, and rolls a 6 for damage. He rolls again and rolls another 6. He rolls a 3rd time and rolls a 4. He deals 16 points of damage(!) [6+6+4] and the goblin is reduced to a fine pink mist.
Charse the Tough currently has 12 Flesh, and hits level 2. He chooses to advance his ♣VIG to d12, then opts to roll for his new Flesh. He rolls a d12 and adds his [lvl] (since he’s rolling his Primary Stat), getting a 13. Nice. He now has 13 Flesh)
My Father’s Sword Veteran
You start the game with a Hard Brawl weapon of your choice. With this weapon only your Fight R⑳ is +4, your damage explodes as if you had the Trait Lethal, and you cannot be Disarmed. If you lose this weapon, you lose the abilities that go with it. You have to describe to the Arbiter what makes this weapon unique.
You have some experience with a prior Band. You start with d6+1 Grit. Tell the Arbiter the name of your old Band, and what happened to them.
Second Skin Your armor doesn’t count as a Significant Item. You can repair 1 Use of your Armor when you take a Breather, up to its [max] Use . You start the game with a suit of Light or Medium Armor. The Armor should look unique; describe what it looks like to the Arbiter.
Three Kills Per Stroke Treat any Brawl weapon you use as if it had Cleave.
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from Monsters it might affect your ability to surprise them.
Complications
Hippophobia
Alcoholic Cheap Tricks The Cimmerian Credo Filthy Hippophobia Honorable Mortal Enemy Pit Fighter Sins of the Father
You are afraid of horses and mules. You refuse to ride one (riding in a cart is OK).
Honorable You refuse payment for good deeds, always rescue the helpless, and refuse to fight unarmed foes (within reason, of course).
Mortal Enemy You have a mortal enemy, someone powerful who has done you significant wrong. This enemy should be substantially more powerful than you. You are driven by your revenge against this mortal enemy. Tell the Arbiter who they are, and why they are your enemy.
Alcoholic You are addicted to alcohol. Whenever you take a Breather, you have to take a drink or you heal no Grit. R✓your ♣VIG when you do - if you Fail, you gain 1 point of Drunk.
Pit Fighter
When you take a Bivouac, you must roll a Use for an alcoholic beverage, or you gain none of the beneficial effects. R✓your ♣VIG at the end of the Bivouac - if you fail, you are Hung Over
You strongly believe that combat should take place between two people face-to-face. You won’t use Shoot weapons, and you’ll never throw a Throw weapon at a target.
Cheap Tricks
Sins of the Father
You do not like or trust magic, Philosophers, or the unnatural (including The Unseelie). The degree to which you feel this way is up to you. Let the Arbiter know why.
Your parent (alive or dead) is infamous. If people ever discover that you are their child, they will have significant negative reactions. At the Arbiter’s complete discretion you will encounter various assassins, sellswords, and kidnappers who have figured out who you are, and want to do you harm. Tell the Arbiter a bit about this parent.
The Cimmerian Your appearance is so outlandish even educated and well-traveled people will stop to stare at you. People can pick you easily out of a crowd, and your reputation precedes you.
Starting Gear
Credo
• 2 iron pieces;
You must make a vow - a short, specific, personal statement that you will not forget. For example, ”I will protect my friend Johann” or ”I will never harm an unarmed person”. You must follow this vow to the best of your ability
• a backpack containing a worn bedroll; • d4 Use of personal provisions; • a stained and patched waterproof cloak; • a pitted shield, rusty helmet, and sharpened spear
Filthy You refuse to bathe except under the most dire circumstances. Your general hygiene is horrible. You can never use your Presence to charm someone (intimidate is a different story), and if you’re downwind
• one pick OR 3 rolls on the Random Items table in Appendix B;
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Examples The Old Campaigner
The Sword Saint
Travel, Veteran, Second Skin, My Father’s Sword, Credo
Listen, Blademaster, Lethal, Duelist, Alcoholic
The Barbarian
The Ranger
Bushcraft, Tougher Than a Coffin Nail, Three Kills Per Stroke, Lethal, The Cimmerian
Bushcraft, Veteran, Lethal, Huntsman, Honorable
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Creation
The Knave
1. Move any of your core Skills DC⇧ Fortune and glory, kid. Fortune and glory. ∼ Indiana Jones
2. Move any of your core Saves DC⇧ 3. Give yourself a Luck Die of d4
The Basics
4. Pick three Virtues from the list below. You can only pick each Virtue once.
Hale Knaves start with d8 Vitality
5. Pick one Complication from the list below (or make up your own with the Arbiter!)
Puissance
6. Write down your Starting Gear
Knaves add their [lvl] to any R⑳ or R⧁ attempt they’re trying that includes their ♠DEX .
Virtues
Luck Dice
Deadeye Duelist Guilded Inked Intangibles Mummy’s Curse Whispers of Anne Bonny Whispers of Br’er Rabbit Whispers of Sun Wukong Whispers of The Bride
Knaves have a Luck Die (d4 to start) - a unique Use whose result can be applied to any R⑳ or R⧁ try that includes ♠DEX . Roll the Luck Die and add its result to your R⑳ or R⧁ check. You can only roll your Luck Die once per R⑳ or R⧁
Whispers Through sleight of hand, mind manipulation, minor illusion, complex gestures, and arcane words, Knaves are able to perform ”superhuman” feats of thievery (climbing unclimbable walls, disguising themselves, passing through shadows, etc.) These Arcana are collectively known as Whispers. There are 4 Whispers in total (the Whispers of Anne Bonnny, the Whispers of Br’er Rabbit, the Whispers of Sun Wukong, and the Whispers of the Bride) - each a different Virtue - that a Knave can learn.
Deadeye Requires you to know the Whispers of The Bride. If you’re hidden and take an Action to Aim, you can Murder with a Throw or Shoot weapon.
Duelist You start the game with two Fast weapons of your choice (including the Knave’s Sword). You can use the Florentine Mighty Deed regardless of your ♠DEX
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Guilded You are the ex member of a Thieves’ Guild. In addition to your starting gear, pick 3 items from the following list:
• a suit of Light armor; • a set of two silver daggers; • a Bow and quiver of arrows (d10 Use ); • 5 picks from the Adventuring Gear table; • a pouch of 3 gems (roll on the Gems table in Appendix B); • d4 Use of a Narcotic of your choice; • a Fetish with d4 Use of any spell you choose; • d4 Use of an Iron Toxin
Tell the Arbiter the name of your ex-Guild, and why you left ...
Inked You start the game with all of the following Tattoos: Dagger, Torch, Compass, and Rope
Whispers of Br’er Rabbit Intangibles You may move two different Intangible Stats of your choice DC⇧. Describe to the Arbiter why these Intangible Stats are better than average.
You know the whispers that help you pick pockets, escape prisons, perform sleight-of-hand, and cast spells from Fetishes. See the section on Arcana: Whispers
Mummy’s Curse
Whispers of Sun Wukong
You’re immune to the effects of cursed or supernatural items you carry as long as you intend to sell them. If you use the item or gain any benefit from it, you suffer the negative effects
You know the whispers to hide things on your person, find and disarm traps, and open locks. See the section on Arcana: Whispers
Whispers of The Bride Whispers of Anne Bonny
You know the whispers that help you move silently, hide in shadows, apply poisons, and murder your victims. See the section on Arcana: Whispers
You know the whispers that help you climb walls, disguise yourself, forge documents, swing from chandeliers, and fight with two weapons. See the section on Arcana: Whispers
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Pandemonium
Complications
You spend money as fast as you can make it, steal from the rich to give to the poor, and thrive in chaos. You aren’t motivated by anything material; you want anarchy, discord, and confusion.
Arch-nemesis Cursed Expensive Tastes Honor Among Thieves Outstanding Contract Pacifist Pandemonium Religious Remorseless Superstitious
Religious You are very religious (secretly or not). You don’t worship a specific Small God necessarily, but you have enormous respect for Mystics, Māna-YoodSushāī , and the Authorities. You won’t steal anything from a church or temple; priest of priestess regardless of the Small God.
Arch-Nemesis
Remorseless
You have an arch-nemesis who always seems to be a step ahead of you when it comes to obtaining artifacts. Tell the Arbiter a little bit about them.
You feel nothing when you take a life or cause pain, but you suffer from Night Terrors. This affliction can never be cured.
Cursed
Superstitious
Probably should have left that amulet alone. Roll on the Lesser Cursestable-lesser-curses table - you start the game under that curse. Tell the Arbiter how you acquired this curse.
You are extremely superstitious (and believe this superstition has kept you alive up until now). You fear the Jinx and prefer the company of Pooka whenever possible. You won’t steal from the dead, or take anything from tombs or graves.
Expensive Tastes
Starting Gear
You have exquisite and deviant tastes for the finer things in life. It costs you twice as much to take a Vacation; the money spent is still applied to your experience.
• 10 iron pieces; • a set of belt pouches; • d4 Use of personal provisions;
Honor Among Thieves
• two daggers OR 1 short sword;
You’re a professional, and you appreciate other professionals. You’ll always give a hand to a fellow Knave even if that might inconvenience you or your Band.
• one pick OR 3 rolls on the Random Items table in Appendix B;
Outstanding Contract There’s an outstanding contract on your head, revenge for something you did. Tell the Arbiter who is after you and why they want to kill you.
Pacifist You won’t ever start a fight (including stabbing someone unawares in the back). You have no problems fighting once a fight is joined, however.
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Examples The Bandit
The Buccaneer
Travel, Whispers of The Bride, Guild’s Gift, Inked, Pandemonium
Salt, Whispers of Anne Bonny, Duelist, Intangibles (Talent), Expensive Tastes
The Assassin
The Archaeologist
Listen, Whispers of The Bride, Whispers of Br’er Rabbit, Deadeye, Religious
Lore, Mummy’s Curse, Whispers of Br’er Rabbit, Whispers of Sun Wukong, Pacifist
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The Philosopher Holy Diver! You’ve been down too long in the midnight sea ... ∼ Dio, ”Holy Diver”
The Basics Supple Philosophers have a d6 Vitality
Genius Philosophers add their [lvl] to any R⑳ or R⧁ attempt they’re trying that includes their ♦INT
Creation 1. Move any of your core Skills DC⇧
Virtues
2. Move any of your core Saves DC⇧
College The Crux of Blood The Crux of Knowledge Intangibles Invocation Leechcraft Research: Chymistry Research: Inscription Research: Medicinals Wonder: Staff Magic
3. Pick three Virtues from the list below. You can only pick each Virtue once. 4. Pick one Complication from the list below (or make up your own with the Arbiter!) 5. Write down your Starting Gear
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College
scoops out your brains, they can read (and learn) the spell too (see Fetishes).
Christ. Seven years of college down the drain. ∼ ”Bluto” Blutarsky, Animal House
Learning this Virtue also permits you to harvest Components from fallen foes in order to make casting your arcana more effective.
You received an education and some equipment from one of the many Philosopher’s Colleges that dot the major cities of Acheron. You start with three of the following:
The Crux of Blood grants you a single d6 Pool die - the Blood Die - that you can use to perform Wizardry. This Blood Die is in addition to the one you would receive from Invocation, should choose that Virtue.
The Crux of Knowledge
• a Polearm; • a Grimoire with 5 spells of your choice (these spells can be added to a Grimoire if you already have one);
Magic exists. Undeniably. But those who try to control arcana are buffeted by it, controlled by it, consumed by it. Slain by it. Science, however, is our creation. It exists to serve - humble, obedient, and aloof. Few have the discipline to seduce it; it takes a lifetime of dedication, a lifetime of asking ”why?” over and over again and knowing that there will be no end to the question. ”Why?” will reverberate in the heavens when the last star winks out. ”Why?” is a quest, a calling. It drives us to travel the heights and depths, tame the riches of the world, cheat death and defy Chance and spit in the face of Luck. When you walk the path of ”Why?”, you follow in the footsteps of Gods.
• a set of two silver daggers; • a Fetish with d4 Use of any spell you choose; • a suit of Light or Medium armor (incompatible with Wizardry); • 5 picks from the Adventuring Gear table; • a pouch of 3 gems (roll on the Gems table in Appendix B); • d4 Use of a Narcotic of your choice; • a Staff or Caduceus with 1 Iron ability (see Staff Magic)
You gain 1 d10 Knowledge Static . You use this Knowledge Die to practice the Arcana of Leechcraft. Choose a single Remedy you know how to perform (and no other).
The Crux of Blood You push yourself to the edge of madness and reason, riding the warp and weft of the fabric of existence to master the arcane words that are gibbered and shrieked by the creatures beyond the Void. They seek blood in payment - the sap of Ygg, the brine of the Six Seas, the fire inside the calderas that felled Atlantis. Blood is Life, and they desire it more than anything. Blood aids great sorcery. Blood is Power.
The Crux of Knowledge also bestows an honorific on the practitioner; your title will be used in ”polite society”. Honorific Honorable Professor Doctor Maestro
Knowledge Die d10 Static d12 Static d16 Static d20 Static
The Static Knowledge from the Crux of Knowledge replaces the one you gain from Leechcraft, should choose that Virtue
When you learn the Crux of Blood, choose a Wizardry spell. This spell is etched on the inside of your cranium ”...like moth larvae burrowing through the bark of a tree.” This spell can be cast without speaking or moving. If someone cuts off your head and
Intangibles
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You may move two different Intangible Stats of your choice DC⇧. Describe to the Arbiter why these Intangible Stats are better than average.
Chymistry Create potions and salves, toxins and acids. Gain 1 point of Research
Invocation
Inscription Read and write magical texts and inscriptions. Gain 1 point of Research
Klaatu barada nikto! ∼ ”The Day the Earth Stood Still” / ”Army of Darkness”
Medicinals Cure diseases, addictions, wounds, and madness through the power of science. Gain 1 point of Research
You take possession of a Grimoire with 3 Wizardry arcana inscribed in it. The arcana must be chosen randomly. The Grimoire has your Wizard Sigil inscribed on it, and is trapped. Invocation grants you a single d6 Pool die - the Blood Die - that you can use to perform Wizardry. This Blood Die is in addition to the one you would receive from the Crux of Blood, should you choose that Virtue.
Wonder: Staff Magic His staff! I told you to take the Wizard’s staff! ∼ Grima Wormtongue, The Two Towers
Leechcraft ”I suppose nothing hurts you.” ”... Only pain” ∼ Conan the Destroyer
Create a Magic Staff or Caduceus
You gain 1 d6 Knowledge Static . Use this Knowledge Die to practice Leechcraft. You know how to perform all the Remedies listed under Leechcraft. If you have the Virtue Crux of Knowledge, this d6 Knowledge Static is replaced by the one you gain from that Virtue.
Research I collect molds, spores, and fungus. ∼ Egon Spengler, ”Ghostbusters” There are 3 major types of Research : Chymistry, Medicinals, and Inscription. For each type of Research you learn, you gain 1 point of Research. You use your Research during a Vacation. Your Research doesn’t ”roll over” between Vacations, and resets itself at the start of each Vacation.
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You have an morbid fear of ”contamination”. You wear a mask and gloves that you rarely take off, insist on cleanliness whenever possible, keep your clothing and gear in neat order, and bathe often. Tell the Arbiter how you got this way.
Complications Bibliophile It is I - Balthazar the Breathtaking! Logical Morbid Mysophobia Necronomicon One More Page Out of Shape Whoops! Transcendental Research
Necronomicon You are in possession of a forbidden tome, text, or fetish. It’s taught you everything you need to know and (quite possibly) made you slightly insane. All of your Research (Chymistry, Inscription, or Medicinals) has to start with this book; practically, you have to R✓: Sanity whenever you spend any Research. Tell the Arbiter what this book is, and how you got it.
Bibliophile
One More Page
You really, really love books. If given the choice between a share of treasure and a book you haven’t read, you will opt for the book every time. You will look to build a library and hire porters to carry spare books around for you. The books you covet must be unusual or educational (practically, this means grimoires or books that teach or augment Skills). You must have at least 3 Significant Items worth of books with you at all times. Tell the Arbiter about your favorite book.
During a Bivouac, you can’t seem to stop reading, writing, drawing, or hypothesizing. You must make a R✓: ♥FOC check when you take a Bivouac, in addition to your Provision roll. If you Fail (roll a 1 or a 2), you don’t get any of the benefits of having rested.
Out of Shape You’re a little (OK, a lot) out of shape. One of your Significant Item slots is taken up by your excess weight, and you aren’t able to run for longer than Minutes.
It is I - Balthazar the Breathtaking! There’s your typical run-of-the-mill arrogance braggarts, blowhards, and boasters - and then there’s you. Your arrogance is on a whole other level. You won’t tolerate any other Philosophers in your Band. You accept no masters and believe in no law but your own. To ”the Man”, you are an appalling spectacle, and should be put in your place (or in the ground) before you harm anyone else.
Transcendental Research You require narcotics to do Research (Chymistry, Inscription, or Medicinals). Pick a Narcotic; you must roll a Use of this Narcotic any time you spend Research during a Vacation.
Whoops!
Logical
An experiment or spell went awry some time in your past. Roll twice on the Mishaps table
You are devoid of any emotion. People call you cold, distant, or calculating. When faced with a decision or dilemma, you will always opt for the logical, unemotional solution.
Starting Gear
Morbid
• a bedroll;
You require corpses - the fresher, the better - to perform Research (Chymistry, Inscription, or Medicinals). You’ll need at least 1 fresh corpse if you want to use Research during a Vacation.
• a book hanger; • a pipe and d4 Use of tobacco; • a quarterstaff; • one pick OR 3 rolls on the Random Items table in Appendix B;
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Examples The Doctor Lore, Crux of Knowledge, Leechcraft, Research:Medicinals, Morbid
The Sorcerer Lore, Crux of Blood, Wizardry, Research:Inscription, Whoops!
The Alchemist Eyeball, Research: Inscription, Research: Chymistry, College, Transcendental Research
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The Basics
The Mystic
Squishy Mystics have a d4 Vitality
Creedsmen roll out across the dying dawn Sacred Israel holy mountain Zion - Sun beams down on to the sandsea reigns Caravan migrates through deep sandscape - Lungsmen unearth the creed of Hasheeshian - Procession of the weed-priests to cross the sands - Desert legion smoke-covenant is complete - Herb bales re-tied on to backs of beasts - Arise arise arise - The Son of the God of Israel Jordan river flows on evermore - Bathe in glow of sunlight’s beating rays - They feel the serpent’s standard rule our day ∼ Sleep, ”Dopesmoker”
Contemplative Mystics add their [lvl] to any R⑳ or R⧁ attempt they’re trying that includes their ♥FOC
Creation 1. Move any of your core Skills DC⇧ 2. Move any of your core Saves DC⇧ 3. Pick three Virtues from the list below. You can only pick each Virtue once. 4. Pick one Complication from the list below (or make up your own with the Arbiter!) 5. Write down your Starting Gear
Virtues Aura Charms Cunning The Crux of Mojo The Crux of Faith The Gift of Grace Initiate Intangibles Liturgies Necromancy
Aura If you possess the Crux of Mojo Virtue, you may use your Mojo as both armor and weapon. If you are struck in Combat, you may roll your Mojo Use and treat the result as if you were wearing Armor. You may additionally shape your Mojo into a Brawl weapon of your choice. The weapon uses your
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♥FOC for Fight and deals your Mojo Use in damage. Wearing armor, a shield, or a helmet; or using a weapon interferes with your Aura. You can’t use your Aura if you’re so armed or attired. Describe to the Arbiter what this mystical armor and weapon look like.
Charms You may cast Charms and cantrips at will
Cunning Your fate is also now intertwined with the waxing and waning of the 5 moons and Tartarus. You gain a Familiar with a strength of 5, and 2 points of Cunning.
The Crux of Mojo
Cunning is used during a Vacation to perform the Marvel of Occultism, and be used to help Spriggans practice Sword Magic. Cunning is bound to the Wheel.
True magic is not written. It is passed down, mother to daughter, since the very beginning. It is richly colored, deeply echoing, singing in the rivers and whispering through the leaves. The Philosopher seeks it in the Void or inside some book or rattling around at the edges of madness, but that is false magic, waiting to betray. True magic is the pulling of a baby from the womb, knitting bones and purging poisons, reading the entrails and speaking with the crickets and seeing the patterns in the smokes. This is not some power that is beyond mortal reckoning, but a power that is here for anyone - from king to mudlark - to harness for weal or woe. The Crux of Mojo allows you to tap into the wellspring of magic to protect yourself, harm your enemies, and command the dead.
The Wheel Your Cunning moves counterclockwise through a Wheel of eight points - it ascends from the Void to Sickle, Quotidian, and Gibbous to Crown, then descends through Gibbous, Quotidian, and Sickle to return to the Void. The phases of the Wheel will grant you extra Cunning in your occult practices (see the section on Occultism. When you first take this Virtue, roll a d8 to see where your Mojo begins: 1 2 3 4 5 6 7 8
Void Waning Sickle Waning Quotidian Waning Gibbous Waxing Sickle Waxing Quotidian Waxing Gibbous Crown
Gain 1 d8 Mojo Use You can use your Mojo Use to power your Aura and to practice Necromancy.
Every Session, move your Mojo one step counterclockwise along the wheel:
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It’s possible to lose Faith through your actions, as well. When you do something your Small God doesn’t approve of or witnesses something which would shake your belief, you lose Faith Dice: a commune of the converted found diseased, deformed, and starved; a call for help which goes unanswered; a nocturnal visit by a creeping hulking thing which whispers terrible secrets of the endless sky into the your ear heedless to the invocation of your God. If your Faith Pool is every exhausted, you must immediately roll a d4 - on a Failure (a 1 or a 2) you suffer a Crisis of Faith; otherwise, gain +1 Faith Use
The Gift of Grace In principio erat Verbum ∼ John 1:1
The Crux of Faith
The Holy Word of Māna-Yood-Sushāī echoes and reverberates along the branches of Ygg. The act of trying to understand the Word bestows Grace of Māna-Yood-Sushāī on you
And it has been said of old that all things that have been were wrought by the small gods, excepting only Māna-Yood-Sushāī , the Authority, the God of Having Done, who made the gods, and hath thereafter rested. And none may pray to Māna-Yood-Sushāī but only to the gods whom he hath made. ∼ Lord Dunsany
Gain a d4 Grace Use . Grace Dice are Pool , meaning if you roll a Failure (a 1 or a 2) you lose the die until you rest. You can restore up to 2 Grace Pool whenever you Bivouac. You can never use Grace to perform something that requires Faith, but it will allow you to perform the Seven Sacraments.
It is forbidden to worship Māna-Yood-Sushāī directly; instead, you whisper your prayers and invocations to the Small Gods, the Gods of Doing. Your Faith (measured as d4 Use ) in your Small God allows you to invoke the Liturgies of the Authority they sit beneath. You gain 2 d4 Faith Pool and your [max] Faith is 4. You can use Faith to perform Miracles, and to perform the Liturgies of one of the Small Gods. Unlike Grace, Faith does not come back when you rest. You can gain or regain Faith up to your [max] by actively, aggressively pursing your Small God’s influence on Acheron. You gain Faith Use completely at the Arbiter’s discretion. Some examples of things that might gain you Faith: slaughtering the priest of a rival cult; converting a crowd of listeners; invoking the name of your Small God and succeeding; eating hallucinogenic mushrooms and tripping balls while your Small God copulates with you, proclaiming your destiny, etc. 31
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Initiate
Complications
You are no stranger to the trials and travails of life; you have accumulated some gear on your journeys. You can pick three of the following:
Animal Lover Burn the Witch! Cat’s Eyes Heretic Imma Smoke It My Name is Earl Otherworldly Transubstantiation The Unseelie Vow of Poverty
• a Fast weapon of your choice; • a Hard weapon of your choice; • a Magical athame (treat as a normal dagger that can strike creatures only affected by magic); • a suit of Light armor; • a suit of Medium armor;
Animal Lover
• 5 picks from the Adventuring Gear table;
You love all kinds of animals; you refuse to ride beasts of burden (including being pulled in a cart by them), eat meat, or suffer the mistreatment of an animal (does not apply to animals that are actively trying to kill you).
• a pouch of 3 gems (roll on the Gems table in Appendix B); • d4 Use of 3 different Narcotics, or d10 Use of one;
Burn the Witch!
• a Mule;
Any time you stay in a Tiny Civilization, you run the risk of being accused of witchcraft. If you stay in a Tiny thorp, dorf, etc. roll 2d6 - on a 2 (snake-eyes) you’re accosted for poisoning the well water / getting the farmer’s daughter pregnant (your gender is irrelevant) / making the chickens sick, etc. If you roll a 12 (boxcars), you’ll be called on to do something important - deliver a baby, heal someone’s fever, etc.
• 3 rumors from the Arbiter about your first adventure. These rumors can be opaque but they must be true.
Intangibles You may move two different Intangible Stats of your choice DC⇧. Describe to the Arbiter why these Intangible Stats are better than average.
Cat’s Eyes Through some mishap, you have the eyes of a cat. They unfortunately don’t allow you to see very well in the dark (treat as if you were holding a candle, probably enough to read by but not much else). They glow in the dark, however, making it difficult (though creepy) to sneak up on the unwary
Liturgies Requires the Crux of Faith. Choose an Authority and a Small God who sits beneath it (this can be a Small God that’s listed, or a Small God of your choosing). You learn the Liturgy of the Novitiates of that Small God, and can perform it using the Crux of Faith. You also gain a Holy Symbol with 1 Faith Pool ”inside” of it
Heretic Name a Small God. This God is heretical to your belief; its followers must be slain, its temples desecrated, and its name forgotten
Necromancy Using your Mojo, you can question and command the dead, and use your black magics to heal. More information can be found in the Arcana: Necromancy section
Imma Smoke It You’re constantly looking for new and better ways to transcend the mortal plane and see into the heart
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of the universe i.e. to get high. If there’s a weird mushroom, you’re going to try it. Some kind of slime, put it in your pipe and see what happens. I hope you’ve decided to bump your Toxins Save.
Starting Gear • a quarterstaff and dagger; • 2 iron pieces;
My Name is Earl
• a pipe and d4 Use of tobacco;
You have set out on the path of the Mystic thanks to the help and sacrifice of another. You can never repay this debt, so you must pay forward kindness whenever possible. Tell the Arbiter what this debt is, and who you owe it to.
• 3 picks OR 5 rolls on the Random Items table in Appendix B;
Examples
Otherworldly
The Wandering Monk
You are eerie, uncanny, and unreal. You don’t cast a reflection, and your footprints appear backwards. Common folk want nothing to do with you; more powerful persons you meet hold you at arm’s length.
Bushcraft, Crux of Mojo, Aura, Seven Sacraments, Animal Lover
The Shaman
Transubstantiation Requires Cunning or the Crux of Faith. Your Occultism and Miracles are fueled by your own flesh and blood - not a lot, anywhere between a few drops and a goblet-full; a small slice off a limb to a fingertip’s worth. The effects of using your own flesh and blood in this way can have ... interesting effects ... at the complete discretion of the Arbiter.
Lore, Crux of Mojo, Aura, Necromancy, Otherworldly
The Witch Lore, Crux of Mojo, Charms, Cunning, Burn the Witch!
The Unseelie The Unseelie are Unhallowed, anathema in the eyes of the Authority. The Unseelie deserve your contempt at best, to be burned at the stake at worst.
The Pilgrim Travel, Crux of Faith, Seven Sacraments, Liturgies, The Unseelie
Alternately, the Unseelie are cursed and alone. The deserve your pity and understanding, and to be protected from the infantile fears and hatreds of Mortals.
Vow of Poverty You have taken a vow of poverty. You will never possess more money than you need to live a basic existence; you live as humbly as you possibly can. You still insist on your full share of treasure, but you will donate it or give it away. The donation must be anonymous, and you cannot gain Faith in this way (though you can gain Glory if you spend this money during a Vacation).
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The Unseelie Court
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And within the dark circle in which the Freer stood making his curses were no unhallowed things, nor were there strangenesses such as come of night, nor whispers from unknown voices, nor sounds of any music blowing here from no haunts of men; but all was orderly and seemly there and no mysteries troubled the quiet except such as have been justly allowed to man. And beyond that circle whence so much was beaten back by the bright vehemence of the good man’s curses, the will-o’-the-wisps rioted, and many a strangeness that poured in that night from Elfland, and goblins held high holiday. For word was gone forth in Elfland that pleasant folk had now their dwelling in Erl; and many a thing of fable, many a monster of myth, had crept through that border of twilight and had come into Erl to see. And the light and false but friendly will-o’-the-wisps danced in the haunted air and made them welcome. ∼ Lord Dunsany
The Pooka Drug-crazed and thought to be halflapin, Pooka are widely sought by adventuring Bands for their uncanny good fortune. Pooka have a Luck Die, similar to Knaves, and can use this Use to affect their Ally’s rolls (but not their own). Pooka usually hail from any Small, Medium, or Large in Acheron. When they aren’t adventuring, they commonly find work as sailors, jesters, scouts, and tavern keepers - but rarely gamblers, since no one will play with them. Their Primary Stat is Presence. The Myrkálfar ”Murks” (as they are more commonly known) are the escaped slaves of the violent and hateful races of the Veins of the Earth. Fallen gods doomed to walk among Mortals, they are forever searching for their way home. They are often grouped under an epithet ”Rom”, like their cousins the Spriggan. All Murks hail from the Veins of the Earth originally, but they are found throughout Acheron near entrances to the Veins. Their Primary Stat is Sanity. The Spriggan Ex-vassals of the King of Elfland, wandering the Mortal lands trying to find the bright line of Elfland again. They are able to summon and control The Forgotten - animals, demons, and forgotten gods - and forge legendary magical blades. Like the Myrkálfar they are often called ”Rom”. All Spriggan hail from Elfland originally, though they can often be found near towns and cities bordering the Great Wood. Their Primary Stat is Awareness. The Night Children Night Children are raw chaos incarnate, taking dozens if not hundreds of different forms. Creating a Night Child is an entirely random affair, with interesting and powerful results. They are found in every climate, city, and cave throughout Acheron. Their Primary Stat is Talent.
The non-mortal races known as the Unseelie Court are phenomenal - they lack a definable essence, since they are born of Magic and Chaos (though they stand outside of it in the same way a fish swimming in a stream is both a part of and separate from the water). As long as Magic exists, the Unseelie Court will exist. The existence of the Unseelie defies the doctrine of Māna-Yood-Sushāī ; for this reason the Unseelie are considered unholy, anathema, and Unhallowed. By the Grace of Māna-Yood-Sushāī , Mortal Mystics can banish the Unhallowed from their midst. The Unseelie are defined by their Species rather than a Trope; though powerful in their own right, they have much less flexibility and choice than the Tribes of Māna-Yood-Sushāī during character creation. There are thousands of species on the moons of Tartarus, but the four major Species are:
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their faces and bodies out of envy of their beauty as are broken manacles and collars.
The Myrkálfar
The Veins of the Earth
Once the gods walked upon Earth as men walk and spake with their mouths like Men. That was in Wornath-Mavai ... a garden fairer than all the gardens upon Earth. Kib was propitious, and Mung raised not his hand against it, neither did Sish assail it with his hours... ∼ Lord Dunsany
According to those who have dared to set foot beneath the skin of the planets of the Totality, the deep places of the moons are beyond description. They are realms of wondrous colors, breathtaking landscapes, powerful magic, and staggering plenty. It is a paradise beneath our feet. The Empires that dwell within stagger the breadth and depth of the surface realms; they shape the caverns and tunnels according to their will, blessed by a deity some heretics say is older than Māna-Yood-Sushāī . They are truly the gods’ people. You, however, will never meet one - the denizens do not leave their home, save for the unlucky and foolish Myrkálfar. Why would they? There is nothing in the world without that the depths cannot provide. Those fortunate explorers who are able to discover an entrance to the depths never return - only a fool turns his back on paradise.
Appearance Wornath-Mavai. Svartalfheim. The Glorious Undergarden, beauty beyond measure, Paradise beneath the Mountains, Home to the Myrkálfar, the people beyond Time, who live only for the now. Like your brothers and sisters the Spriggan, you were cursed with curiosity, and wondered what was outside of Svartalfheim. Further and further did you adventure beyond the borders of Svartalfheim until, one day, you were unable to find your way back. You are now one of the Nomadic People, the Rom.
The Basics Hale
Outside of Svartalfheim you were almost immediately enslaved by one of the underworld Empires, for they take great delight in subjugating gods to work for them. But the burning desire to be free never left you. Almost all Myrkálfar attempt to escape their masters. Most are killed trying to escape, ending their torment, but some make it out and make their way to the surface.
Myrkálfar have a d8 Vitality
Emancipated You are an escaped slave from one of the Empires of the Veins of the Earth. You care for nothing but freedom.
Myrkálfar often act as guides in the Veins, and as such many Mortal races feel that ”Murks” are desperate to find their way back again. But the truth is that you can’t go back to the point before you knew of the world outside of Svartalfheim. You have eaten from the tree of knowledge and have been cast out of Eden. You can never go home again.
Many Mortals find you alien, cold, and uncaring. This is because Māna-Yood-Sushāī has stolen their freedom from them - the freedom to ask questions, the freedom to go where you desire and do what you wish. You will never allow your freedom to be taken again, and you will kill to defend both your freedom and the freedom of others.
You are tall and thin - like your overworld brethren the Spriggan - but a little shorter, standing less than 2m tall. Your face resembles Mortals though your eyes and pupils are of the same color: usually cobalt, white, or ruby. You seem to care little for fashion, yet you are always effortlessly welldressed in black, white, or gray. Masks are common among Murks - their captors often heavily scar
Roll a d4 on the Imperial Masters table below to see which Empire you escaped from.
Emotionless You add your [lvl] to any R⑳ or R⧁ attempt that includes your Sanity. The Use still moves DC⇩on a natural 1 or 2.
The Veins of the Earth, as they are collectively known, have adventures and rules all their own. Patrick Stuart’s excellent "Veins of the Earth" is the sourcebook used by The Totality of Ygg, and is the world that the The Myrkálfar come from.
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Creation
Imperial Masters Roll a d4 to see which Empire you have escaped from:
1. Move any of the core Skills DC⇧. 2. Gain the Skill ”Veins Lore” at a Trained (d8,+1) level
d4 1 2 3 4
3. Move all of your core Saves DC⇧ 4. Move your Sanity DC⇧(it should now be a d8) 5. Roll a d4 on the Imperial Masters table below to see which Empire you escaped from. Write down any benefit from that.
Culture The Deep Janeen The Ælf-Adal The Dvargir the dErO
Deep Janeen: You’ve worked the mazes and artworks of the Janeen. You can never get lost when traveling in the Veins. The Janeen only want the most beautiful to work their art - your Presence starts DC⇧(d8). You know the difference between Lithic and Umbral architecture.
6. Write down your remaining Virtues, Complications, and Starting Gear
Ælf-Adal: The never ending hate of the Ælf-Adal has burned out your empathy. You are immune to rage, hate, and fury. Your starting Sanity is an additional DC⇧(meaning your starting Sanity is a d10) Dvargir: You have participated in The Work, and now The Work is part of you. Your Talent starts DC⇧(d8), and you can carry +4 Significant Items. dErO: You possess a partial congruity knot in your skull. You are immune to Charm and Sleep. You got really good at dealing with dErO ”machines” - you are Trained (d8,+1) in the Tinkering Skill
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Virtues
Unhallowed
Cat’s Eyes
You have no ”soul” and are Unhallowed. You can’t enter consecrated ground and are affected by the Mystic ability ”Curse the Unhallowed”
You have both Dark and Day Vision; you can swap between them instantly. Your Dark Vision pierces even magical Darkness.
Starting Gear • a suit of Light armor (describe it to the Arbiter) and a shield;
Fate’s Hand All of your Saves start at Preserved (d8,+1)
• an insect mandible (longsword) or Knotsman war-axe;
The Hound of Sish You are untouched by Time, the last remnants of godhood. You are immune to aging, and your Death starts at Tough (d12)
• 2 pet rocks (you can speak to them);
Metal Empathy
• a leather folio of maps that lead nowhere;
You can smell any metal you choose (gold, silver, iron, etc) up to 1m away. Metal weapons do -2 damage per die (minimum 1) to you.
• a pouch of 5 gems (roll on the Gems table in Appendix B);
• a journal filled with names and locations that lead nowhere;
• a pouch of tokens used by the slaves in the culture you’ve escaped from
Silent Speech You know the Silent Speech, the language of stones and rocks and the trade speech of the Veins of the Earth. You can use this language to speak with stones. They can tell you what has touched them and what is under or behind them. This makes it almost impossible to get lost underground. They’re not great with time though ...
Complications Logical You are devoid of any emotion. People call you cold, distant, or calculating. When faced with a decision or dilemma, you will always opt for the logical, unemotional response. Mortals in particular find you eerie and alien, and react with fear or loathing.
Sun Allergy Prolonged exposure to direct sunlight causes severe burns and painful blisters. You seek out shade and shadow whenever you can, and you are most comfortable in subterranean settings. You can travel well enough through wooded or hilly areas, but wide exposure (deserts, plains) can be problematic if you don’t take precautions.
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The Spriggan ”Is it not enough?” he said in his strange rich magical voice, and pointed across his wide lands with the fingers that summoned wonder. She sighed: it was not enough. ∼ Lord Dunsany
Appearance You hail from Elfland, beyond the reach of the Hound of Sish. Like your brothers and sisters the Myrkálfar you are the Nomadic People, the Rom cursed with curiosity and infected with the fire that burns in the hearts of the Hallowed to know more, to see the passage of time, and to breathe the air of decay. All it cost was your soul. You cannot find your way home again, for the bright line between this world and Elfland ebbs forever before you. Wherever you are is where Elfland cannot be. Your bloodline allows you to strike bargains with the lowest of the Small Gods, the Forgotten who stand at the threshold of the Void. The fear of oblivion dominates every desire and scheme of these sanguinary spirits. You steal them away from the doorway of Nothingness and by Remembering them, allow them to touch reality once again. In Remembering, you allow their souls to mingle inside of you, and sing through you - so that in the never-ending ache of Acheron you might, for a moment, remember the feel of the heat of Elfin hearths and the smell of the lavender fields you dream of.
The Basics Supple Spriggan have a d6 Vitality
Uncanny Sight You add your [lvl] to any R⑳ or R⧁ attempt that includes your Awareness. The Use still moves DC⇩on a natural 1 or 2. Your uncanny sight also means you cannot be Surprised (including the Drop), and you can see hidden and invisible creatures.
You are tall, lithe, and ethereal; Spriggan often stand over 2m, with leaf-shaped ears, long fingers, and gaunt faces vaguely reminiscent of deer or goats. Older Spriggan often appear cadaverous - while you can’t die from old age, your body begins to rot outside of the realm of Elfland (this has no effect on your powers). Your skin and eye color is as varied as the Mortal races, and from a distance you might pass for human - except for the horns. Some are small, barely noticeable stubs while other Spriggan sprout deer antlers, curling ram’s horns, or tree branches. It is not uncommon for birds to roost on your horns if they are well developed enough
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Death starts at Tough (d12)
Creation
Tongues of the Forgotten 1. Start one of the core Skills at Trained (d8+1)
You know how to speak Archaic, Fiendish, and Seraphic in addition to any other languages you might know.
2. Start one of your Saves at Preserved (d8+1)
Complications
3. Move your Awareness DC⇧(it should now be a d8)
Antlers
4. Write down your Virtues, Complications, and Starting Gear
Antlers or tree branches grow from your head; birds often roost there (and if they do, you can speak with them). You can’t wear helmets or use a Bow or Strongbow. You can’t attack with your antlers, but you can sacrifice them for the same effect as wearing a helmet. Antlers will regrow during a Vacation.
Virtues Remembrance of Elfland
Iron allergy
Though you have been cast out of Elfland, the noble blood of the King of Elfland still runs through your veins. You may use this sanguine supremacy to summon and command the Abandoned and the the Obliterated (collectively known as the Forgotten), ghosts who live at the edge of oblivion.
You are allergic to iron. If you touch iron it will deal 1 Flesh damage to you every Moment. Iron weapons do an extra 2 points of damage if they strike Flesh
Unhallowed
The Abandoned are Small Gods whose names have disappeared from the tongues of men; they exist only as a line in a book buried by the sands of the deserts, etched on forgotten stela in the wilderness, or scribed on scrimshaw lost beneath the waves. When an Abandoned’s name is finally lost, they become the Obliterated - totems and symbols of what they once were, raw power in the form of beasts (through the Anamnesis of the Beasts), elementals (through the Anamnesis of the Elements), and devils (through the Anamnesis of the Damned).
You have no ”soul” and are Unhallowed. You can’t enter consecrated ground and are affected by the Mystic ability ”Curse the Unhallowed”
Starting Gear • a pair of workgloves; • two silver daggers and a spear; • a set of prayer candles;
Three aspects allow you to control the Forgotten: Remembrance, Sovereignty, and Potential. You begin with a Remembrance, Sovereignty, and Potential of 1 each
• a block of salt (for licking) and a pouch of dead mice; • a pouch of 3 gems (roll on the Gems table in Appendix B);
Anamnesis of the Beasts You can summon and control the Obliterated Beasts - mundane animals and Zoological Monsters. See the section Anamnesis of the Beasts in Arcana.
The Hound of Sish You are untouched by Time, the last remnants of godhood. You are immune to aging, and your
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The Basics
The Pooka
Squishy Pooka have a d4 Vitality
In the mists before the Beginning, Fate and Chance cast lots to decide whose the game should be; and he that won strode through the mists to Māna-Yood-Sushāī and said: ”Now make Gods for Me, for I have won the cast and the Game is to be Mine.” Who it was that won the cast, and whether it was Fate or whether Chance that went through the mists before the Beginning to Māna-Yood-Sushāī - none knoweth. ∼ Lord Dunsany
Good Time Guys You add your [lvl] to any R⑳ or R⧁ attempt that includes your Presence. The Use still moves DC⇩on a natural 1 or 2.
Luck Dice Pooka have a Luck Die - a unique Use similar to Knaves - that you can use to help other Allies (but not yourself). You can roll this Luck Use at any time to affect someone’s R⑳ or R⧁ attempt. You can wait until after they roll to use this ability, but you can only roll once per R⑳ or R⧁ attempt.
Appearance You do not believe in Fate - it’s a made up idea, created by people who are terrified that we are plunging headlong through the void with no rhyme or reason. Chance and Chaos govern the Totality. This is reprehensible to Māna-Yood-Sushāī , who seeks to keep the secret of the game of lots from us. But you are proof that it is Chance that was victorious, and for this you are cursed, and marked Unhallowed.
Creation 1. Start one of the core Skills at Trained (d8+1) 2. Start one of your Saves at Preserved (d8+1) 3. Move your Presence DC⇧(it should now be a d8)
You stand scarcely 1m tall, with the head and feet of a rabbit, pig, goat, or toad. You are gregarious, sly, and always at the point of laughing. Pooka love to be around people, and it’s not uncommon to find them on ships (where they’re thought to be good luck), tending bars (if they don’t drink away their profits), or with gypsy troupes. You excel at dancing and singing, and take every opportunity to do both.
4. You start with a d4 Luck Die 5. Write down your Virtues, Complications, and Starting Gear
Virtues Apotropaic Your presence in a party nullifies any effects of the Jinx Charm. Buildings where you are sleeping are warded from casual attack (meaning the building would be spared in a riot, for example). When you’re taking a Bivouac, the Arbiter has a -4 penalty on her roll for Wandering Monsters.
Best. Night. EVAR!! People who hang out with you have a pretty great time. You increase everyone’s Carousing die by
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You My Boy Blue!
DC⇧(and earn 10% of the total Carousing Glory of whoever you party with as well). Anyone who doesn’t carouse with you has to hear about how awesome the night was the entire next day.
Your love for people causes you to ”bond” with people that you party with. After you go Carousing with others, pick one of the people you caroused with randomly. You are now ”bonded” to that person. Until the next time you go Carousing, you’ll favor that person over the others. If there’s any extra Grit left to distribute, you’ll pick them; if there’s an extra share of treasure, you’ll argue for that person to get it; if you have extra narcotics, you’ll give them to that person. Next time you go Carousing, pick another person randomly ...
Hype Man During a Breather, you can roll a number of d6 equal to your [lvl] and heal [sum] Grit to you or your Allies divvied up any way you want. Additionally, if you help out someone with a Skill, you don’t count towards the ”only one person can help” rule.
Bro, Hit This
Starting Gear
For any narcotics you take, (a) the Use only moves DC⇩if you roll a 1, (b) you add your [lvl] to your Addiction roll, and (c) if you Overdose, you don’t have to roll a Save vs. Toxins (nothing happens except you wasted some drugs). When you take a Vacation, R✓using your Luck die; if you don’t Fail, you can obtain 1 Use of any Common Narcotic for free (even Narcotics that would normally not be available, like Black Lotus in a Small town)
• d4 Use of any Narcotic (your choice); • a pair of daggers or hand axes; • 5 rolls on the Random Item table; • 1 gold piece; • playing cards or dice
Wired You cannot be Surprised (including the Drop) and you always win Init. You are immune to Sleep.
Complications Tiny You stand only 1m tall to start. You can only carry a number of Significant Items equal to your [max] ♣VIG (you don’t get the +2 bonus). If you wear armor, you can only wear armor for ”little people” (child-sized). You cannot wield 2-handed weapons.
Unhallowed You have no ”soul” and are Unhallowed. You can’t enter consecrated ground and are affected by the Mystic ability ”Curse the Unhallowed”
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No Talk Good!
The Night Child
Speak in words of 2 syllables or fewer.
One Hole Owed!
”Lie close,” Laura said, Pricking up her golden head: ”We must not look at goblin men, We must not buy their fruits: Who knows upon what soil they fed Their hungry thirsty roots?” ”Goblin Market”, Christina Rossetti
You have no ”soul” and are Unhallowed. You can’t enter consecrated ground and are affected by the Mystic ability ”Curse the Unhallowed”
Make Me! 1. One core Skill is DC⇧!
Me Handsome!
2. One Save is DC⇧!
Other folk? Not smart like we are (maybe Pooka, not sure). They dumb, just pretend they know. Only we know truth - Life and Chaos are same-same. And no one talk to Chaos the way we do. Humans say that make us bad. ”One hole owed” they say. But we owe nothing! Plus you can’t owe a hole. Hole not there! See how dumb they are? Only real way talk to Chaos is be Chaos. Chaos all around, like ocean. Folks build boats. We swim. That make us strong. That make us wise.
3. Talent is DC⇧! (now a d8) 4. Grab 3 d6 - time to see what we do!
Virtues Night Children have 3 core Virtues: Weird, Looks, and Gear. Each Virtue starts at a single d6; roll these d6 at character creation to determine your starting Weird, Looks, and Gear. Add the 3 d6 up to determine your Snag
Basics
As you go up in level, you have the opportunity to move your Looks, Gear, and/or Weird DC⇧- and to roll additional Virtues. See the section on Advancement.
Me Strong! Night Children have a d10 Vitality
Me Clever!
Starting Gear: In addition to your Gear roll below, you start with:
You add your [lvl] to any R⑳ or R⧁ attempt that includes your Talent. The Use still moves DC⇩on a natural 1 or 2.
• half a pair of scissors (dagger) and a big stick (club);
Bad Stuff
• 5 useless items (wad of used tissues, taxidermied toad, etc)
Get bad news out of the way!
Me Tiny! You stand only 1m tall to start. You can only carry a number of Significant Items equal to your [max] ♣VIG (you don’t get the +2 bonus). If you wear armor, you can only wear armor for ”little people” (child-sized). You cannot wield 2-handed weapons.
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Weird Bug Barf Crafty Gassy Run Away Shocky Spin Silk Anklebiter Twitchy Bad Blood Shedding Bad Spit Rando Bloodthirst Bouncy Crazy Meat on Menu Big Boom Eat Brains Nose Hairs Wut? Bad Breath Sleepy Troll Blood Me Human!
Looks Fishy Glass Teeth Owl Eyes Rat Tail Spider Eyes Sticky Bat Ears Tusky Frog Mouth Pig Snout Harpy Claws Rooty Bigg’un Camo Skin Bag Tough’un Fly Wings Goo ’nother Arm Shell Babies! Beardy Smoky Lie Can
Gear Bedlam Bag Big Helm Big Shield Bug Pal Devil Pen Gobbomb Gobsword Trunk Pal Little Buddy Skelly Key Big Pal Gremlin Tools Bogeylatch Kazoo Magic Beans Mirror Mirror Hole Kissy Lips Red Shoes Spinny Wheel Fly Rug Packpack The Crew Vorpal Sword
Snags (total of Weird, Looks, and Gear) Roll 3 4 5 6 7 8
Angry Backwards Bad Mouth Bumpback Dirty Fat
Roll 9 10 11 12 13 14
Glowy Me Cold! Me Hot! Me Hungry! Me Tired ... Pinhead
Roll 15 16 17 18 -
Smell Yummy Stealy Weird Voice Who That? -
Weird and Looks get more powerful the more times you roll the result. See the description for details. Gear is unique. If you roll a result you’ve rolled before, roll again.
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Big Boom
Weird
1st time: You can explode. This will absolutely kill you. Everyone Close to you must Save vs Doom or immediately perish; everyone Nearby to you must Save vs Doom or fall to 0 Flesh. 2nd time: Roll again
Anklebiter 1st time: You deal +1 damage 2nd time: You deal +4 damage 3rd time: You deal +[lvl] damage 4th or more: Roll again
Bouncy 1st time: You can fall up to 10m without any negative effect (unless you fall into lava or something) 2nd time: You can fall any distance without negative effect (unless you fall into lava or something) 3rd time: You can ”bounce” up to half the distance you’ve fallen. For example, if you fall 10m, you can then ”bounce” 5m up. If you’re trying to bounce up to something else, common sense prevails about the angle and the material of the thing you’re bouncing off of. 4th time: Roll again
Bad Blood 1st time: Your blood is acidic. When enough of your blood mixes with air (that is, outside your body), it becomes an Iron acid. You need to bleed about a pint of blood for it to work. Bleeding more doesn’t increase the effectiveness. 2nd time: As above, but it’s a Silver acid 3rd time: As above, but it’s a Gold acid 4th or more: Roll again Bad Breath
Bug Barf
1st time: Once per Session, you can breathe out a cone of fire, acid, frost, etc (your choice). The breath does 3d6 damage, Save vs. Doom for half damage. 2nd time: As above, but you deal 5d6 damage 3rd time: As above, but you deal [lvl] d6 damage 4th or more: Roll again
1st time: One per Session, barf up big sack of spiders, worms. Feed up to 6 friends 2nd time: As above, but you can barf the spiders and bugs into a wound to cauterize it. Immediately remove any Bleeding effects or infections. 3rd time: As above, but the spiders and bugs also have healing properties when you eat them. Everyone who partakes heals your [lvl] Flesh 4th time: Roll again
Bad Spit 1st time: Your saliva is toxic in high enough quantities. Once per Session, you can spit out a dram or so of liquid that acts as an Iron toxin. Treat this toxin as an Unguent. 2nd time: As above, but it’s a Silver toxin 3rd time: As above, but it’s a Gold toxin 4th or more: Roll again Bloodthirst 1st time: If a Monster is already injured (has taken damage to Flesh), deal +1 damage. Stacks with Anklebiter. 2nd time: As above, but +3 damage 3rd time: As above, but +5 damage 4th or more: Roll again
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Nose Hairs
1st time: You gain the Skill: Tinker at Trained (d8+1) 2nd time: You gain the Skill: Tinker at Skilled (d12+2). If you’re already Skilled, roll again. 3rd time: You gain the Skill: Tinker at Master (d20+3). If you’re already a Master, roll again 4th time: Roll again
1st time: Your nose hairs filter out any airborne toxins, rendering you immune 2nd time: As above, but you can form toxic boogers out of the toxin. By picking these out of your nose, you can get 1 d4 Use of the toxin that was used on you 3rd time: As above, but you can now flick these boogers. Treat as if they were Thrown weapons that deal 1 point of damage, plus the effect of the Toxin if they strike flesh 4th time: Roll again
Crazy 1st time: If you fail a Sanity roll, roll a Save vs. Doom. If you succeed, you don’t need to roll on the Terrifying Tables 2nd time: You are immune to Madness of all sorts 3rd time: Roll again
Go Night Night 1st time: Once per Session, when taking a Bivouac, you wrap yourself in a cocoon. You are completely helpless in this state. When you emerge (a) your Grit and Flesh are completely restored; (b) your Use for all Intangible Stats are set to their [max] ; and (c) all Physical Wounds are removed 2nd time: Roll again
Eat Brains 1st time: If you eat a sorcerer’s brain, you learn all of the spells that they have written in their skulls. These spells become a part of you; you can cast them at will using your Talent Use 2nd time: Roll again
Spin Silk Gassy
1st time: Once per Session, you can spin up to 25m of silk rope out of ... a place. 2nd time: As above, plus: once per Session, you can ”shoot” webs out of your ... out of the place. Creatures struck by the webs are stuck (treat as Paralyzed) unless they Save vs Doom. The effect lasts for d4 Markovian. The webs are extremely flammable. 3rd time: As above, except the webs last for d12 Markovian 4th time: Roll again
1st time: You can emit a foul smelling gas that causes Disgust to everyone Close except you (no Save). This affects friends and foes alike. The smell lasts for Minutes. 2nd time: As above, but the smell also prompts a Sanity check 3rd time: As above, but the gas also ignites in open flame, dealing 4d6 damage to everyone Close (Save vs Doom for half damage) 4th time: Roll again
Troll Blood
Meat on Menu
1st time: You can regenerate 1 Flesh over Hours (preventing you from Dying), unless the damage is from fire, acid, or magic (including magic weapons). 2nd time: As above, plus: at the end of Combat, when you take a Breather, you heal [lvl] Flesh 3rd time: As above, except: you regenerate 1 Flesh at the top of every Moment. 4th time: Roll again
1st time: You can pretty much eat anything without getting sick. If you eat something with flesh (dead or otherwise) during a Breather, you regain an additional d6 Grit; if you eat something with flesh (dead or otherwise) when taking a Bivouac, you don’t need to roll your Use for Provisions. 2nd time: [Breather]: As above, but heal your Grit to [max] ; [Bivouac] Restore an extra Use of any one Intangible Stat 3rd time: Roll again
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1st time: Add +4 to your Init rolls 2nd time: You always win Init (like a Pooka) 3rd time: Roll again
2nd time: You can fight and navigate in complete darkness. 3rd time: As above, plus you can never be Surprised and you can ”see” Invisible creatures 4th time: Roll again Beardy 1st time: You have a glorious, long beard that conveys mystical authority. People you meet assume you’re the one in charge, simple folk bow before you, you are greeted with at worst grudging respect and at best adoration wherever you go (save by certain sects and cults who abhor the Unhallowed). 2nd time: Your beard becomes a legend. Referring to your beard becomes a linguistic emphasis: ”I will be avenged, by the beard of Fex!” or ”Stump’s goatee, that’s ugly!” You can wrap yourself in your magnificent beard in lieu of clothing - treat as Heavy Armor with no Move penalty. 3rd time: Roll again, but add or subtract between 1 and 4 from your roll, in honor of the Beard
Me Human! Every time: You can take a Virtue from any Mortal Trope Wut? 1st time: You are immune to Fear, Charm, and Sleep 2nd time: As above, plus you are immune to Illusion 3rd time: As above, plus you are immune to any spell from the Mind paradigm 4th time: Roll again
Bigg’un 1st time: You are no longer Tiny 2nd time: You are the size of a very large man 3rd time: You are gigantic, around 3m tall. You can fight Florentine with a 2-Handed weapon in each hand. You can carry +4 Significant Items. Finally, you need special armor made for you, and you eat twice as much 4th time: Roll again
Looks Babies!
Camo
1st time: You are infested with worms, maggots, flies, etc. Once per Session, you can command these vermin to attack in Combat as a 2 HD Swarm. This swarm fights using the rules under Spriggan, including using Presence for their Fight rolls. 2nd time: As above, but it’s a 4 HD Swarm 3rd time: As above, but it’s a 6 HD Swarm
1st time: Once per Session, you can convince someone to utterly forget you were present at an event that happened in the past. The Arbiter can give the victim a Save vs Doom at their discretion. 2nd time: As above, plus: once per Session, you can turn Invisible, though you can’t see other invisible objects 3rd time: As above, plus: once per Session, you can disguise yourself as someone else. The person you’re disguising yourself as can’t be more than 1m taller or shorter than yourself, and has to be bipedal. People who see you in disguise
Bat Ears 1st time: Your Listen Skill is immediately set to Skilled (d12+2). If it’s already Skilled, roll again.
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them in this way, you need to chew glass (bottles, jars, etc) to restore your teeth so you can do it again. 2nd time: As above, plus: you can whistle and blow through your teeth, allowing you to mimic animals or voices 3rd time: As above, plus: you can bite with your teeth, dealing d6 Use of damage. You’ll need to eat glass in order to restore the Use . If you hit Flesh, you inflict Bleeding on the Monster 4th time: Roll again
might get a Save vs Doom to realize it’s you if they know you or the person you’re disguising well (at the Arbiter’s discretion) 4th time: Roll again Fishy 1st time: You can swim easily - you get a +4 on your Skill:Salt rolls if the Arbiter requires it, and you can take your normal number of Actions during a Moment. See Swimming for more details. 2nd time: As above, plus you can breathe underwater 3rd time: As above, plus you can talk to sea creatures. Go get ’em, Aquaman! 4th time: Roll again Fly Wings 1st time: Just decorative 2nd time: They can carry you for short distances; effectively, they increase the distance you can ”jump” by 5x (see the section on Jumping Distances) 3rd time: Once per Session, you can fly any distance (including hovering) for Minutes. The process is exhausting and you’ll need to take a Bivouac right after. 4th time: Roll again
Goo 1st time: You can turn yourself into a big pile of ... goo. You are immune to physical (but not magical) damage, and you can’t move or affect the environment in any way. 2nd time: As above, but you can ooze around slowly (at about the pace of a slow walk) 3rd time: Roll again
Frog Mouth 1st time: You have a long, sticky tongue. You can shoot this tongue out 2m (Close) and use it to ”grab” small objects (keys, small rocks, etc). The object can’t weigh more than .5kg 2nd time: As above, plus: once per Session, you can let out a loud croak. The croak is audible for about a km in every direction. Monsters and Allies Close to you must Save vs Doom or be Stunned for d6 Markovian 3rd time: As above, plus: once per Session, you can swallow something large (approximately 1 Significant Item in size) and vomit it up at your convenience. You can swallow living things, but be warned they may fight back. 4th time: Roll again
Harpy Claws 1st time: You have sharp nails; you can climb dirt walls and can dig a small hole in soft soil 2nd time: Your nails are distinct claws. You can climb dirt and rough stone walls, and can dig a small hole in hard packed dirt. You can fight with your claws as Florentine weapons (Hard Brawl Stabbing weapon, d4) 3rd time: Your claws are now talons. You can make a small hole in stone, and can climb smooth ice or rock walls. You can fight with your talons as Florentine weapons (Hard Brawl Stabbing weapon, d8) 4th time: Roll again
Glass Teeth 1st time: You can use your teeth as a saw or knife. They don’t do any damage. If you use 48
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Lie Can
a Combat Action and sacrifice your tail, taking no damage 2nd time: As above, plus the tail is strong enough for you to hang from 3rd time: As above, but you can use your tail as a whip. The whips is a Fast Brawl weapon that deals d4 damage. If you roll a 4, you can forgo damage and try to Disarm your opponent instead by R⧁ using your ♠DEX . 4th time: Roll again
1st time: Once per Session, you can turn into a were-beast. You tell the Arbiter what the beast is. You can’t use this Virtue while wearing armor. Immediately drop anything you’re holding, but gain the following additional abilities: Berserk, +10 Flesh, Claws (Hard Brawl d8, Florentine), Regenerate 1 Flesh at the top of the Moment (unless you are struck with magic or silver). 2nd time: Roll again
Rooty
’nother Arm
1st time: You can sprout roots from your hands and/or feet. These roots can wrap around objects no wider than .5m, holding you in place 2nd time: As above, but the roots can wrap around things up to 2m wide 3rd time: As above, but the roots can dig into dirt or rock 4th time: Roll again
1st time: You get another arm. It’s pretty weak you can’t fight with it or anything, but it’s useful for holding stuff 2nd time: Your other arm is a lot stronger. You can use it to hold a shield, or hang from something and keep your other arms free. 3rd time: If your ♠DEX is d16 or greater, you can fight with a weapon in all 3 hands. Treat as the same rules as Florentine, except the combined damage can’t exceed d18. 4th time: Roll again
Shell 1st time: A shell of hard chitin, granting you Soak: 1 2nd time: The shell is now hard as quartz, granting you Soak: 2 3rd time: The shell is as hard as diamond, granting you Soak: 3 4th time: Roll again
Owl Eyes 1st time: You have giant owl eyes, granting you Dark Sight 2nd time: As above, plus you have Low Light Vision 3rd time: You can switch between Dark Sight, Low Light Vision, and Day Vision at will 4th time: Roll again
Skin Bag 1st time: You have a pouch ... somewhere ... on your body. The pouch is about the size of a cigar box - common sense should prevail what can be stored in it. 2nd time: As above, but the pouch has a Hammerspace aspect to it. You can carry 1 Significant Item 3rd time: As above, but you can now carry 10 Significant Items. 4th time: Roll again
Pig Snout 1st time: You can smell any metal you choose (gold, silver, iron, etc) up to 1m away. 2nd time: As above, plus you can smell blood and flesh up to 50m away (100m if they are an Englishman) 3rd time: As above, plus you can smell magic on people, weapons, and objects 4th time: Roll again
Smoky 1st time: Once per Session, you can turn your body ghostly and insubstantial during Combat. Monsters must make an immediate Morale roll; further, you’re granted a +4 Guard roll, and you are only struck by magic.
Rat Tail 1st time: If a Monster’s attack is about to cause you physical damage, you may immediately take 49
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2nd time: You may turn insubstantial during Combat as above; in addition, outside of Combat, you can turn into smoke for d6 minutes (the Arbiter will time you). You move slowly, but you can seep beneath doors, through cracks, and into chimneys. You can’t seep into anyone’s lungs, they cough you out right away. Weapons can’t harm you, but certain spells or effects that disperse smoke (Arbiter’s judgment) will cause you to become substantial. 3rd time: Roll again
Tough’un 1st time: He was like a saddlebag with eyes! You look (and are) very tough. You get a +2 to any rolls where you’re trying to intimidate someone. You don’t take any damage from effects of mundane weather (snow, rain, sand, etc) 2nd time: As above, plus you add +4 to any Death rolls 3rd time: As above, plus you gain +10 Flesh 4th time: Roll again
Spider Eyes
Tusky
1st time: You can’t be Blinded 2nd time: As above, plus you can’t be Surprised 3rd time: As above, plus you can see Invisible creatures, and Mirror Image has no effect on you. 4th time: Roll again
1st time: You grow a pair of small tusks. The tusks act as if you’re wearing a helmet. If you should sunder them, they’ll grow back after you take a Vacation. 2nd time: As above, but your tusks are much bigger. If you execute the Bum Rush, you can strike with your tusks as a Combat Action. The tusks are Hard Brawl weapons that deal d6 damage. 3rd time: As above, but your tusks are huge. You like to decorate them with bands of iron and rings. Your tusks are treated as Hard Brawl weapons that do d12 damage in a Bum Rush 4th time: Roll again
Gear Bedlam Bag When you open the bag and turn it upside down, roll a d4 to see what falls out: (1) a few thousand ball bearings; (2) a bomb with a countdown timer. The bomb will explode at the bottom of the next Moment. There’s a 50/50 chance it’s a dud (the Arbiter will roll in secret), but will deal 8d6 damage to everyone Close to it if it explodes (Save vs Doom for half damage). The bomb can be thrown; (3) a half dozen gremlins fall out and run in different directions, immediately causing as many problems as possible for Minutes; (d) Bats. A lot.
Sticky 1st time: You’re generally ... sticky. Like the adhesive on the back of a sticky note. You could stick papers to yourself, and you won’t lose your grip if you’re climbing a rope or ladder 2nd time: You’re now as sticky as tar. You won’t drop things that you’re holding (you can’t be disarmed). You could stick a weapon to your body. You can turn this stickiness ”off” at will. 3rd time: You’re now as sticky as sovereign glue. You can’t drop things you’re holding unless you will it. You can climb up a wall like a spider and hang from the ceiling like a fly (though you’d need to be naked). 4th time: Roll again
Big Helm A giant helmet. The helmet will protect you from being Dazed and from certain Wounds and Beatings. In addition, if a Monster’s attack is about to
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cause you physical damage, you may immediately take a Combat Action to destroy the helmet, taking no damage. The helmet is ”fixed” at the start of next Session.
You can ride it. If it dies, you find a new bug pal at the start of next Session. Edible. Devil Pen Contracts signed with this pen (in blood) between two willing parties are magically enforced. Breaking the contract means the responsible party suffers a permanent Greater Curse which can only be removed by the other party in the contract.
Big Pal Your big pal is .5m taller than you, looks extremely intimidating, and is very sensitive. Big pal’s feelings get hurt easily. Big pal can carry you around and boost you up for hard to reach places. In Combat, Big Pal likes to watch from the back and shout encouragement; however, if you are ever injured in Combat, your Big Pal will immediately join the fight. Big Pal has 6 Flesh and gives you +4 to your Fight R⑳ . You can put any damage you would normally take on Big Pal instead. If Big Pal should die, another Big Pal shows up at the start of the next Session.
Fly Rug You and up to 4 allies can ”ride” this flying carpet. The rug can levitate up and down and can move forwards and backwards at a slow pace (about walking speed). The Fly Rug has no handles, so be careful you don’t get knocked off. Gobbomb Anytime I had a problem and I threw a Molotov cocktail, boom! Right away, I had a different problem At the start of the Session, you create 3 explosive grenades. These are Fast Throw weapons that deal 3d6 damage to everything Close to their point of explosion (Save vs Doom for half damage). Throwing a grenade is a Combat Action. The grenades will also set flammable things on fire. Every grenade has a 1-in-4 chance of being a dud (rolled in secret by the Arbiter). If you don’t use the grenades by the end of the Session, they’re all duds. Gobsword
Big Shield
You gain a weapon appropriate for your species: a pair of Norn scissors, a giant tooth through a club, the mandible of a predatory insect - tell the Arbiter what it is. The weapon is a Fast Brawl weapon that does d8 damage and is magic.
A giant shield. The shield should be treated as an additional suit of Light Armor (d4 Use ); however it takes 2 hands to use. The shield is repaired the same way Armor is. Bogeylatch
Gremlin Tools
Once per Session, you can attach this doorknob to a hard surface and open a door 2m high, 1m wide, and .5m thick. The door exists until someone closes it; the bogeylatch appears back in your pocket.
Once per Session, you can use the Gremlin tools to do one of the following: (a) remove a Trivial or Minor Sigil; (b) ”repair” 4 points of Flesh damage (not pretty); (c) repair a suit of Armor to its [max] Use ; (d) ”fix” something that’s broken (Arbiter’s discretion)
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It’s a hole you can fold up like a handkerchief. The hole can be laid flat on any surface, but it has to stick there (so you’ll have to get creative if you want to hang it from the wall or ceiling). The hole is 500 cm wide but 3m deep. Anything you put in here is considered to be in Hammerspace
must be within reach of the mirror (as if it were a window), small enough to fit through the mirror (as if it were a window) and can’t weigh more than 10kg. The mirror object looks and feels exactly like the object it copied, though it is a mirror image (so if you were to copy a book, the text would be backwards). You can’t copy any magical properties of the object, and you can only duplicate objects, not living things. The object exists for Minutes. If the object suffers a solid blow, it pops like a bubble.
Kazoo Once per Session, you can put on a little kazoo concert. Pick 1: (a) purge a Mental or Spiritual Wound from someone; (b) during a Breather, bring everyone to full Grit; (c) end all Markovian effects Close to you; (d) restore 1 point of Flesh to everyone Close to you (friend or foe). If you actually play the kazoo, pick 2.
Packpack Giant, colossal backpack that only you can wear. You can reach into this backpack and produce any mundane item (at the Arbiter’s final discretion). The object can’t be valuable in and of itself (no pulling out gems or jewels) and has to be smaller than a human arm (daggers and short swords OK, polearms not so much). Additionally, you can store 25 Significant Items in the backpack as if they were in Hammerspace. The backpack doesn’t affect your Move in any way.
Kissy Lips A tube of very bright coral lipstick. Once per Session, you can apply this lipstick and do one of the following: (a) tell everyone about the interesting things in a room you’re in, even if hidden from view (”there’s a secret door in the north wall, a magic dagger hidden in the chimney, and a spider waiting to ambush us in the corner.”); (b) tell effortless and undetectable lies for d6 Minutes; (c) Charm everyone Close to you with a risqué performance (Save vs Doom or Charmed for as long as you perform); (d) whistle a tune that removes all Markovian effects on Allies Close or Nearby.
Red Shoes Once per Session, you can click the heels of your Red Shoes together to undo any die roll that hits the table. The person who rolled immediately rerolls. You have to have feet to use the Red Shoes. Skelly Key
Little Buddy
Once per Session, you can open any mundane locked thing.
A little kobold buddy. He can’t do much except hold a light source. Unquestionably loyal and extraordinarily stupid. If he dies, you find a new friend the next day. Edible. Magic Beans At any time, you can water your Magic Beans and grow them. Roll a d24 on this table; that piece of Gear grows from the Magic Beans. If you roll a piece of Gear you already have - too bad, nothing happens. Mirror Mirror Once per Session, you can reach into the Mirror Mirror and pull out a copy of an object reflected in the mirror. The object that you pull out 52
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Spinny Wheel Once per Session, you can use the Spinny Wheel when taking a Bivouac to produce one of the following: (a) 10 gold coins (doesn’t count for XP). Requires straw; (b) a single dose of any Iron or Silver Toxin or Sera. The dose is delivered through the spindle; (c) an unraveling spool of thread that shows you the most direct way out of where you are; (d) a story that enchants all of your Allies, granting +6 Grit (even above their [max] ) The Crew A crew of goblins, kobolds, orcs, and other unsavories follows you around (d4+2 to start). Every 2 members of the Crew (rounded down) grant you +1 to all R⑳ and R✓attempts. Each Crew member requires a Provision roll when taking a Bivouac (though they are cannibalistic so there’s some cost cutting opportunities). They are loyal, loud, and extraordinarily stupid. Sneaking up on people is out. Your crew is always between 2 and 10 members. If you ever get to 0 crew members, 2 crew members show up next Session - otherwise, you gain 1 crew member each Session, up to 10 crew. Trunk Pal A small bureau that follows you around on hundreds of tiny feet. Surprisingly fast. Can store up to 25 Significant Items for you and obey simple commands. Will ”give” you an item stored in it at your immediate request. If it gets destroyed, you find it leaning over you when you wake up next Session - but there’s a 50/50 chance each Significant Item in it doesn’t make it back (roll for each) Vorpal Sword A beautiful jewel encrusted sword of extraordinary sharpness. The Vorpal Sword is a Hard Brawl weapon that deals d8 damage and is magic. The damage die explodes. If you ever do 20+ points of damage with the sword, the victim is decapitated unless they make a Save vs Doom.
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You’re always starving; you need to roll your Provisions twice when you Bivouac
Snags Backwards
Me Tired...
You’re put together backwards, meaning your feet or arms go the other way. You get easily confused with directions - if you’re by yourself, you automatically get lost
You sleep very deeply. It takes an extra Action to wake you up. Pinhead
Bad Mouth
You have a really, reaalllly tiny head. People laugh awkwardly. You can’t wear a Helmet (except for a Big Helm).
No one can understand your accent until they’ve deal with you for awhile. You’re Allies understand you, but no one else does.
Smell Yummy Bumpback You smell delicious to Monsters. They’ll go for you first in a fight.
Doesn’t affect your movement or anything, but everyone always assumes you’re the party’s assistant / torch-bearer / etc. You don’t get much respect.
Stealy You like to steal stuff. You’re compelled to try to steal something once a Session.
Dirty You can’t own nice things. Clothing you wear becomes almost instantly soiled, weapons rusty, armor squeaky. It doesn’t have any mechanical effect, but you’re not permitted in polite society
Weird Voice You have a weird voice (roll again if you’re not comfortable role-playing this)
Fat
Who That?
You’re a little round around the edges. Your extra weight takes up 1 Significant Item slot.
You have absolutely no memory of faces, except for your Allies.
Glowy You have a slight ... glow about you. Makes it almost impossible to hide unless you’re completely covered by thick cloth. Me Cold! You get cold very easily. somewhere if it’s too cold.
You’ll refuse to go
Me Hot! You get hot very easily. You’ll refuse to go somewhere if it’s too hot. Me Hungry! 54
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Advancement
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Glory
Looting and Spending
Your adventures will bring you Glory, allowing you to become more powerful. When you accumulate enough Glory, you add 1 to your level (so level 1 becomes level 2, level 2 becomes level 3, etc) and you increase your Grit and obtain new Virtues, or strengthen ones you already have. Level 1 2 3 4 5 6 7 8 9 (max)
Min Glory 0 1,000 3,000 6,000 11,000 19,000 32,000 53,000 87,000
There comes a time, thief, when the jewels cease to sparkle, when the gold loses its luster, when the Authority room becomes a prison, and all that is left is a father’s love for his child. ∼ King Osric
Coin Type Iron Iron Silver Silver Silver Gold Gold Gold -
Treasure you loot on your adventures must be spent in order to convert it to Glory. Money you acquire and spend outside of an Adventure doesn’t count (so if you pickpocket some rube or setup an opium trade or steal from the king it doesn’t count, unless the chapter of your Adventure is entitled ”Steal Shit from the King”). This is up to the Arbiter’s discretion. Levels 1 and 2 are the Iron levels. You get 1 Glory for every iron piece you loot AND spend in Civilization. These don’t have to be Iron pieces per se - if you were to loot and spend a single au , you would gain 100 Glory (but you would need to be in a larger civilization to spend it!)
There are 3 main ways to gain Glory: Adventuring, Looting, and Carousing
Adventuring
Levels 3, 4, and 5 are the Silver levels. You get 1 Glory for every silver piece you loot AND spend in Civilization
Think about the Savage Sword of Conan. He’s out there killing pteranodons and slaying an average of 3 men with one blow, but those feats of strength are all encounters in a chapter of his greater adventures. They fit nicely in a handful of comic books (”part 3 of 3 - Escape from the Necromancer’s Lair)”. The Arbiter is there to help you narrate the chapters of your Adventure, just like R.E.H. did for Conan.
Levels 6+ are the gold levels. You get 1 Glory for for every gold piece you loot AND spend in Civilization Any coins you spend in Civilization are converted to Glory on a 1-to-1 basis, including: • The amount of money you have to spend to take a Vacation (100fe ; 50ag ; or 25au )
At the end of an Adventure, when you return to Civilization to eat and drink your fill, the Arbiter can award you Glory. It’s completely up to her how much this is! A good rule of thumb is if the Adventure would close a comic series or end a TV arc or finish a section of a novel, that’s a good time to assign some Glory (Thundarr breaks the werewolf curse; Conan escapes the Demons of the Summit; Fafhrd and the Grey Mouser return to Lankhmar with Ohmphal’s fingertips, etc.)
• Any gear, narcotics, mounts, etc. you buy while in Civilization • Any money you spend on Occultism, Chymistry, Miracles, Medicinals, Staff Magic, Sword Magic, or Inscription • Any money you spend on a Carousing
Keep in mind the size of the Civilization you’re in you can’t spend gold in Small hamlets! You’ll note that it gets harder and harder to gain Glory with money as you go up in level. This is by design - legendary heroes aren’t getting Glory taking money from orc babies, but by doing epic shit 56
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i.e. writing chapters in their Adventure. In time, the jewels cease to sparkle...
If you decide to go Carousing with a Pooka, you roll a d24 instead. If a Pooka goes Carousing with you, they get an additional 10% of any Glory you gained, but they also have to roll a d20 on the table below.
Carousing If you’ve spent all the money you can, Carousing is a way to convert any extra coins you’ve got lying around into Glory on a 1-for-1 basis. Say how much money you’re going to burn and roll a d20 on the chart below. You get a +1 for every 100 coins you spend (rounded down)
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While Carousing you ... Accidentally set the town aflame. Roll d6 twice. 1-2 burn down where you’re staying; 3-4 some other house burns down; 5-6 a big chunk of town goes up in smoke. 1-2 no one knows it was you; 3-4 your fellow carousers know you did it; 5 someone else knows, perhaps a blackmailer; 6 everybody knows. 2 Were robbed whilst unawares. Was it that saucy wench that you swear came to your room? You lose everything of value that you are carrying (Arbiter’s discretion) 3 Talk shit and get called out. You get the Glory for this Carousing, but you can’t get any more until you do something really awesome designated by the Arbiter, like killing a legendary monster or stealing a legendary treasure. 4 Get in a fight, lose d3 teeth, get a black eye, or break your nose and you’ll be sore (-d3 Grit, min 0) at the start of the next dungeon or fight. 5 Get alcohol poisoning. Roll a Save vs. Toxins. If you succeed, take 1 damage to Grit. If you fail, take d6 damage to Grit 6 Are inducted into a cult. It takes your friends the rest of the Vacation to deprogram you. Carousing earned you -10% Glory 7 Break some knuckles punching a dude. No two-handed weapons/shields until you Vacation again 8 Hangover from Hell. Roll twice on the Hang Over effect and take both effects 9 Are mistaken for someone else, and charged with their tab. Pay 30% more money (no Glory for it) or wake up in the slammer. 10 Wake up in stocks. Authorities let you out after a day. 11 Gain reputation as a lecherous lush. Social interactions in this town are awkward. 12 Adapt to all the partying. You get +2 to your Save vs Toxins until the next Vacation 13 Gain 3 rumors about the next adventure 14 Totally see through the Snail Knight’s disguise, but are cool about it, and he will show up when you need him most. 15 Dice are hot. Get d100 coins 16 Have an epic night and end up with a sweet scar. [max] Presence goes up DC⇧ 17 Win a bar bet and gain the services of two henchmen with low morale for a month. They may stay on if you pay them 18 Run into a long-lost relative. Maybe they want to go adventuring with you?! (henchman - high morale) 19 Are mistaken for an important figure and the party gets really going. +25% Glory. 20+ Have a lot of fun and get plenty of relaxation 1
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The Band of the Big Toe - Mad Tom (a Sellsword), Aelfirth (a Mystic), and Stump (a Pooka) - are all level 1, returning from the Boudoir of Unutterable Horrors laden with loot. They make their way to Arkham (a Small city, perfect for spending Iron) and elect to take a Vacation. The Arbiter awards them all 500 Glory right off the bat for surviving and killing the Thing Beneath the Stair (completing a Chapter in the Arbiter’s story). They each spend 100fe on their Vacation and an additional 100fe on equipment. After selling a carpet and armoire they managed to secure, they each have 400fe left. They all decide to go Carousing together and spend their remaining iron pieces. Because they’re Carousing with a Pooka, Mad Tom and Aelfirth both roll a d24 - Stump rolls a d20. Tom rolls a 14 (10 + 4 for the 400fe) and sees through the Snail Knight’s disguise; now he has an ally that he notes on his character sheet. Aelfirth rolls a 7 (3+4, bad luck!) and gets alcohol poisoning. Stump rolls a 15 - looks like he won 43fe gambling. Tom and Aelfirth get 1,100 Glory (500 from the Arbiter, 100 from the Vacation, 100 from equipment, and 400 from going Carousing). Stump earns 1,180 Glory (500 from the Arbiter, 100 from the Vacation, 100 from the equipment, 400 from Carousing, plus an extra 10% of the 800 Tom and Aelfirth collectively earned from their Carousing).
Gaining a Level You made it to the next level! Congratulations! 1. Regardless of your Trope or Species, roll your Vitality twice and add the best result to your Grit. 2. Choose three of the Virtues listed below If you’ve just reached 2nd or 3rd level, you can pick from the Any or Iron lists; If you’ve just reached 4, 5, or 6th level, you can pick from the Any, Iron, or Silver lists; If you’ve just reached 7, 8, or 9th level, you can pick from the Any, Iron, Silver, or Gold lists If a Virtue doesn’t have a Keyword next to it, you can take it as many times as you like every level. Otherwise: Special You can only get this Virtue one time per level Unique You can only get this Virtue one time, ever
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Any Level • Learn a new skill as if you were Trained in it (d8+1)
• Advance a Whisper from Apprentice to Footpad (d6) rank.
• Add 10 successes to any skill you know. If the number of successes is enough to move your skill to the next level, it moves to the next level.
• Learn the Virtue Deadeye. Requires Whispers of the Bride [Unique] • Learn the Virtue Mummy’s Curse [Unique]
• Learn a new Dialect or Idiolect
• Slippery: Once per Session, you can automatically escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, and awkward social situations, but not sealed coffins. [Unique]
• Move two different Saves to the next level (Defenseless to Preserved; Preserved to Protected; etc) • Move two different Stats (Tangible and/or Intangible) DC⇧. • Learn two new languages of your choice
Philosophers
• Move your Death to the next level (Precarious to Tough; Tough to Resilient; etc)
• Learn the The Crux of Blood [Unique] If you already know it, gain +1 Blood Pool and write an additional spell inside your skull. This must be a spell you have in your possession, either in a Grimoire or on a Fetish. [Special]
Iron Levels 2nd and 3rd level
• Learn the The Crux of Knowledge [Unique]
Sellswords
If you already know it, you can learn an additional Remedy. [Special]
• Move your Deed Die DC⇧[Special]
• Learn Invocation [Unique]
• Upgrade your Armor one step (Light to Medium; Medium to Heavy) for no financial cost.
If you already know it, add 3 additional random spells to your Grimoire. [Special]
• Gain a normal weapon of your choice at no financial cost.
• Learn Leechcraft. [Unique]
• Learn the Virtue Blademaster [Unique]
• Learn Research: Chymistry [Unique]
• Learn the Virtue Lethal [Unique] If you already have this Virtue, gain +1 Research [Special]
• Learn the Virtue Three Kills Per Stroke [Unique] • Danger Sense: you (alone) cannot be Surprised (including the Drop) [Unique]
• Learn Research: Inscription [Unique] If you already have this Virtue, gain +1 Research [Special]
• Warding: Choose an Ally at the start of Combat. You must keep that Ally Close to you. If that ally would take damage from a physical attack, you can choose to take the damage for them instead. [Unique]
• Learn Research: Medicinals [Unique] If you already have this Virtue, gain +1 Research [Special]
Knaves
• Study: If your Knowledge Die is a d6 or a d10, increase it DC⇧(to d8 or d12, respectively) [Unique]
• Move your Luck Die DC⇧[Special]
• Learn Wonder: Staff Magic [Unique]
• Upgrade your Armor one step (Light to Medium; Medium to Heavy) for no financial cost.
• Gain 3 Fetishes (d4 Use ) each containing 1 Wizardry arcana of your choice
• Gain a normal weapon of your choice at no financial cost.
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Mystics • Learn the The Crux of Mojo [Unique] . If you already know it, move your Mojo DC⇧[Special] • Learn the The Crux of Faith [Unique] . If you already know it, gain +1 Faith Use and move your [max] Faith +2 [Special] • Learn the The Gift of Grace [Unique] . If you already know it, gain +1 Grace Use [Special] • Learn Cunning [Unique]. If you already have this Virtue, gain +1 Cunning [Special]
Murks
• Learn Aura. Requires the Crux of Mojo. [Unique] • Learn Charms [Unique]
• Raise all of your Saves DC⇧[Special]
• Learn Necromancy. Requires the Crux of Mojo [Unique]
• Gain a piece of equipment from the Veins of the Earth source-book.
• Learn the Liturgy of the Novitiates of your Authority or Small God. The Liturgies of your Small God should be developed between you and the Arbiter [Unique]
• Gain +4 Grit [Special]
• If you know the Liturgy of the Novitiates of an Authority or Small God, you can learn that Authority or Small God’s Liturgy of the Clerics [Unique]
• Duelist. You can use the Florentine Mighty Deed regardless of your ♠DEX [Unique]
• Assassin: Learn the Knave Whisper of The Bride at the rank of Apprentice (d4). [Unique]
• Rock Whisperer. Not only will rocks speak with you, but you can convince them to move by speaking with them. The rock(s) can’t weigh more than 5kg collectively, can’t be more than 10m away, and can’t do things that rocks wouldn’t be able to do (float on water, fly through the air without being thrown, etc); you can convince them to roll, ”walk”, or fall. [Unique]
Spriggan • Gain +1 Remembrance [Special] • Gain +1 Potential [Special] • Gain +2 Sovereignty [Special]
Pooka
• Gain a piece of magical material (a dragon’s tooth, mithril ore, a ray of sunlight, etc) that could be used in Sword Magic. Tell the Arbiter what this material is. [Unique]
• Raise your Luck Die DC⇧[Special] • Gain a suit of small-sized Light Armor. If you already own a suit of small-sized Light Armor, gain a suit of small-sized Medium Armor.
• Hyperawareness. Once per Session during Combat, you may become hyper-aware to the point of prescience. R✓: Awareness at the top of the Moment. If you succeed, you gain +8 to your Fight and Guard rolls for the remainder of the Moment. The effect ends at the end of Combat. [Unique]
• Briar Patch: Learn the Knave Whispers of Br’er Rabbit at the rank of Apprentice (d4) [Unique] • Cold Turkey: Remove all addictions and insanities you are currently afflicted by. [Special]
• Wisdom of the Forgotten. Once per Session, you can ask one of the Forgotten a question. The Forgotten will answer you honestly, but possibly in a circuitous or cryptic fashion. The question and answer are both limited to 3 words. [Unique]
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• Must Be My Lucky Day!: Once per Session, you can do 1 of the following: (a) win any Luck contest; (b) win any game of chance; (c) find extra narcotics just lying around (d2 Use of any narcotic you want if you don’t use it before the next Session, it gets lost or evaporates or whatever); (d) regain 1 Flesh (enough to bring you off Death’s Door) [Unique]
Silver Levels 4th, 5th, and 6th Level All Silver Virtues are Unique unless otherwise specified.
• Calling in the Markers: Roll your Luck , but don’t move the die DC⇩if you roll a 1 or a 2. You can purchase [sum] items from the Gear list, as long as the cost doesn’t exceed [sum] x10 gold. If you wish, you can distribute this gear immediately to the rest of your Band. [Special]
Sellswords • Gain d6+1 Grit (in addition to your Vitality roll for gaining a level) [Special]
Night Children
• Your Unarmed attacks do +1 damage. [Special] • Berserker: If you are Dying, you may continue to fight. Gain +8 to Fight and Guard rolls. This bonus ends the moment you go above 0 Flesh. While at 0 Flesh, you will still have to roll your Death at the top of each moment. Roll your Sanity and roll for a Wound at the end of Combat.
• Raise you Looks die DC⇧[Special] • Raise you Weird die DC⇧[Special] • Raise you Gear die DC⇧[Special] • Roll your Looks die and apply the result to your adventurer [Special]
• Into the Wilds: Once per Session, if you’re in a wilderness setting, you can say that you know of a cache nearby hidden in a tree bole, under a cairn, etc. The cache can contains one of: 1. d8 Use of food and water; 2. a shortbow with d8 Use of arrows; 3. a suit of normal sized Light Armor; 4. a war axe, spear, and set of 4 daggers; 5. a small minor item (lantern and a few flasks of oil, OK; vials of poison or a looking glass, not OK)
• Roll your Weird die and apply the result to your adventurer [Special] • Roll your Gear die and apply the result to your adventurer [Special]
• Rallying Cry: Make an R✓: Presence at the top of the Moment. If you succeed, you can declare you are foregoing your Fight check to allow all Allies to win Init in the next Moment, and gain +2 to Fight and Guard rolls. You can do this as many times in Combat as you like, but you must R✓: Presence each time. • Sword Saint: DC⇧damage.
Any
weapon
you
use
deals
Knaves • Advance a single Whisper from Footpad to Sharper (d8). Can be taken more than once. • Unlabeled Package: In a Medium or Large Civilization, you may spend any amount of money to buy an Unlabeled Package. When the package is unwrapped, you declare what it contains, provided (a) it didn’t cost more than you originally paid, (b) is smaller than a 1m cube, (c) wouldn’t take up more than 1 Significant Item slot (no storing 100,000au in an Unlabeled package, for example), (d) is mundane, and (e) would be available in the Civilization you came from
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• Poisonous: Once per Vacation, you can create a d4 Use Iron, Silver, or Gold Acid or Toxin. You must still pay the monetary cost of the Acid or Toxin. You no longer need to R✓: ♠DEX when handling Acids or Toxins.
• Tongues of Fire: You can initiate the willing into your faith by giving them 1 of your Faith die. The Faith die must be placed inside of a Holy Symbol and given to the initiate. Free assent is required, but it can be compelled by other factors (like a dagger to the throat or other threats). If the initiate is ”willing”, gain 2 Faith (the willingness of the initiate is at the discretion of the Arbiter)
• Brutal: Requires Whispers of the Bride. When attempting a Murder, you may use a War Axe, Spear, or Mace in addition to the other weapons allowed. You still must be Close to the Monster. If you are using a War Axe and manage to slay the Monster, you may invoke the War Axe’s Cleave ability to attack another Monster, but it doesn’t count as a Murder, as you no longer have The Drop.
• Limited Immunity: Choose one source of damage from the following list: 1. iron stabbing weapons; 2. iron chopping weapons; 3. wooden bashing weapons; 4. non-magical fire; 5. drowning. You are completely immune to it
• Silence is Golden: You no longer need to speak in order to perform your Whispers. • Agile: Your Move when wearing Light Armor is d20
Philosophers • Study: If your Knowledge Die is a d8 or a d12, increase it DC⇧(to d10 or d16, respectively) • Well Read: Once per Session, you can declare something to be true because you read it in a book. The base chance of the thing actually being true is 3 in 6. There has to be a plausible way you could know about it from reading books (new discoveries, minor details, and personal secrets are unlikely). You don’t know whether or not it is true right away; the Arbiter will roll when it matters. You might only be partially correct, but you will never be catastrophically wrong. If you declare that bugbears fear albino goats, they will either fear albino goats or be indifferent to albino goats. They won’t be driven into a murderous rage by them. If you have access to a library of 50 books, the base chance increases to 5 in 6
• Feyness: you can detect magic, supernatural effects, and general weirdness. 30m range for minor enchantments, charms, and sorceries; 1km range for seriously worrying magical trouble. It might be a premonition, a vision, a cold shudder, a glowing aura, or just a sense that something is ”wrong”. You can see ghosts and spirits, and they will know and respect you (you never need to roll Sanity for seeing shades or horrors). You know if an item is magical by inspecting it for Minutes
• Wisdom: You have a reputation for wisdom. If there’s a weird problem, people will go to you first. If there’s a mutiny and you aren’t part of the cause, you will be spared
• Safe House: Depending on the size of a Civilization you’re in, you have a chance (Small: 25%, Medium 75%, Large 100%) of finding other practitioners of your faith - a coven, cult, church, or what-have-you. Your brethren will give you information, food, and lodging for free - the amount of money you must pay to take a Vacation reduced by half, but you still get the full Glory as if you had spent the full amount. The Arbiter must share a rumor with you about your current or next adventure - the clue might be obscure, but it must be true
• Learned: Gain +1 Research [Special] • Surge: Once per Session, when rolling your Blood Pool , you can make every die a natural 6 • Knowledge is Power: You can cast spells off of Fetishes using your Knowledge Static
Mystics
• Master of Puppets: Add +4 to your Necromancy rolls
• If you know the Liturgy of the Clerics of an Authority or Small God, you can learn that Authority or Small God’s Liturgy of the Apostles
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Spriggan
• Rager: Once per Session, you can host a Rager during a Bivouac. Every person who participates gets all of the benefits of taking a Vacation (though they can’t go Carousing or perform Research, Occultism, or Miracles). The next day everyone has make an R✓: ♣VIG . If they fail they are Hung Over
• Arcane Armory: Once per Session, you can touch as many iron weapons you wish and make them magical for 1 Minute. Each weapon you touch will deal 1 Flesh damage to you. The weapon will stay enchanted for Hours. The weapon has no additional characteristics, but can hit Monsters only affected by Magic
• Wound Transference: You can transfer your Flesh to Allies on a 1-to-1 basis i.e. for every point of Flesh you transfer, you take 1 point of Flesh damage. You do not need to be touching the Ally, but you do need to be Close to them. The wounds that appear on your body match the wounds taken by the Ally. The point of Flesh transferred is enough to keep an Ally from Dying
• Dreams of Elfland: Once per Session, you can cause every living thing Close to you to fall into a magical slumber. This works in all ways like the Wizardry spell Sleep. The victims get a Save vs. Hexes and the sleep lasts for d12 Markovian. The Dreams of Elfland cannot differentiate between Allies and Monsters
• Fast Metabolism: You are immune to Toxins, Curses, and Diseases of all sorts
• Anamnesis of the Elements: you can use your Remembrance to summon and control Elemental creatures for Minutes
Night Children
• Anamnesis of the Damned: you can use your Remembrance to summon and control Demonic creatures for Moments
• Add or subtract 1 to a Looks, Quirks, or Gear roll you just made [Special] • Add or subtract 2 to a Looks, Quirks, or Gear roll you just made [Special]
Murks
• Add or subtract 3 to a Looks, Quirks, or Gear roll you just made [Special]
• Invisibility: Once per Session, you can step into a shadow and become Invisible. You can use this to get the Drop on someone, but there must be a shadow present (you couldn’t do this in the middle of a sunny field, for example)
• Add or subtract 4 to a Looks, Quirks, or Gear roll you just made [Special]
• Stone Shape: Once per Session, you can speak to stones and have them reshape themselves. The stones can’t be bigger than 1m in any dimension. The stone will reshape itself into anything you desire - a large rock could be shaped into a idol, a passage could be made through a wall (provided the wall was less than 1m thick). The object created is rough hewn - fine detail isn’t possible (Arbiter’s discretion)
Gold Levels 7th, 8th, and 9th Level At Gold levels, you can learn any Iron level skill from any Trope (but not Species). All Gold Virtues are Unique unless otherwise specified.
• Shadowblade: You can reach into a shadow and pull out a dagger. The dagger exists for as long as it is not exposed to sunlight. The dagger is magical and does d10 damage, and can have Toxins applied to it. If the dagger takes a life it immediately dissipates
Sellswords • Mercs: 4 men-at-arms pledge their blades to your cause. They are Henchmen with Orderly morale; they expect nominal pay, room, and board - otherwise, they will need to make periodic Morale checks at the discretion of the Arbiter. They have 10 Flesh and wear Light armor. In Combat, these soldiers can each (a) grant you +1 to your Fight or Guard R⑳ ; (b) grant +2 to damage; or (c) take any physical damage for you. You have to specify what each man-at-arms is doing at the top of
• Advance Whispers of the Bride from Apprentice to Footpad (d6) (requires Whispers of the Bride: Apprentice)
Pooka • Advance Whispers of Br’er Rabbit from Apprentice to Footpad (d6) (requires Whispers of Br’er Rabbit: Apprentice)
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R⑳ attempts for Minutes. You need to tell the Arbiter how you influenced prior actions to lead to this outcome. • The Guild You become the focal point of a new Thieves Guild. 3 Henchmen with Orderly morale join your cause; they expect nominal pay, room, and board - otherwise, they will need to make periodic Morale checks at the discretion of the Arbiter. Outside of Combat, these thieves can each (a) grant you +1 to any R⑳ attempt; (b) grant you +1 to any Whisper attempt; (c) take any physical damage (like from a trap) for you. The Knaves have 8 Flesh and wear no armor. You can never have more than 3 Knaves in your employ at a time.
• Battle Rage: Once per Session, if you are Enraged, you can use a Combat Action to kill every Monster in Close range provided they have 2 HD or less. If you do a good job describing this to the Arbiter, it will prompt a morale check in any Nearby Monsters if they have 4 HD or less. • Righteous Blade: Any weapon you use (including if you are fighting Unarmed) is considered Magical. • Surprise, Motherfucker! Markovian effects are immediately reduced by DC⇩x2 for you (meaning a d8 Markovian effect will only be a d4, and a d4 will have no effect).
Philosophers • Study: If your Knowledge Die is a d10 or a d16, increase it DC⇧(to d12 or d20, respectively) • Create your own Wizardry spell. Work out the details with the Arbiter. It’ll cost you a minimum of 5,000 au. Requires Wizardry. • Create your own Leechcraft skill. Work out the details with the Arbiter. It’ll cost you a minimum of 5,000 au. Requires Leechcraft. • Apprentice. An apprentice joins you. They are Henchmen with Cowardly morale; they expect nominal pay, room, and board - otherwise, they will need to make periodic Morale checks at the discretion of the Arbiter. They have 4 Flesh and wear no armor. The apprentice can (a) carry as many Grimoires or Fetishes as you wish without it taking any inventory space; (b) grant you +3 Research; (c) grant you +2 to your Leechcraft rolls; and (d) take any physical damage for you. You can only have 1 apprentice at any time.
Mystics
Knaves
• If you know the Liturgy of the Apostles of an Authority or Small God, you can learn that Authority or Small God’s Liturgy of the Saints
• Advance a Whisper from Sharper to Master (d10) rank. Can be taken more than once. • Surprise, Motherfucker! Once per Adventure, at any time, you may declare that you are walking offscreen. During any Session of the Adventure, you may reveal yourself to have been a minor NPC in the background of the scene ”all along” as long as there actually are minor NPCs in the background of the scene. You can always walk back on stage at any time, even climbing in a window. This ability is limited by plausibility.
• Fishers of Men: Requires the Virtue Crux of Faith. 2 disciples of the Small God flock to your cause. These disciples are Henchmen who can provide 1 d4 Faith Pool (like a Holy Symbol) and have Fanatic morale. If the disciples are Close to you, you may use their Faith as if it were your own; however, if a disciple’s Faith is ever exhausted, they will leave your service in Days if it is not restored. You can give a disciple one of your Faith Pool at any time (subtracting it from your own), but they can never have more than 1 Faith. During a Vacation, you can ask your disciples to make a ”Test
• The Plan: Once per Session, you can declare that you’ve been planning for this very situation all along. Everyone in the group gets +8 to any
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• Charmed Circle: Requires the Virtue Cunning. A coven of 2 witches join their powers with yours. These witches are Henchmen who provide 1 Cunning and have Fanatic morale; additionally, they each grant you +1 on your Mojo rolls, provided they are Close to you. You can use their Cunning to practice Occultism during a Vacation, but they must be ”in sync” with you; synchronizing your Cunning with them takes a full Widdershins. During a Vacation you can choose to ”draw down the moon”. Each witch rolls their Cunning Die. If they roll a 4, another witch joins the Coven; if they Fail (roll a 1 or a 2), the ritual consumes their magic - they don’t die, but they can no longer provide any Cunning and will leave the coven at the first opportunity. You can never have more than 12 other members in your coven. • Norn’s Shears: You intercede on behalf of an Ally with Fate itself. You can stop someone Close or Nearby from dying when there’s no hope of survival, provided you can plausibly explain to the Arbiter how they survived (”she must have slipped and fallen out of the way of the dragon’s breath at the last second” or ”even though we saw him tumble down the Edge of the World, he must have grabbed onto a crevice”). You can only do this once, ever
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Spriggan
have visited the destination and there must be uninterrupted stone or ground between yourself and the destination. You can travel this distance in Minutes. When you reach level 9, you can use this ability to return to Svartalfheim if you choose (retiring your character)
• Bind the Forgotten: Choose one of the Forgotten whose True Name you know. They are now bound to you permanently, as if they were a henchman or hireling. They will never be unsummoned or summoned by another, cost no Remembrance dice to keep or control, and have unswerving loyalty and treat you as a Small God. When you reach level 9, you can choose to sacrifice them - through this haruspexy, you can divine the paths that will lead you back to Elfland (this will retire your character).
• Advance Whispers of the Bride from Footpad to Sharper (d8) (requires Whispers of the Bride: Footpad).
Pooka
• Scrying: You can learn the Virtue of Scrying, as detailed below. Use your Awareness Use to perform the Scrying.
• Martyrdom: If an Ally dies, you can take their place. The Ally needs to be Close or Nearby to you, and they cannot have been dead for longer than Hours. The body of the Ally must be in reasonably good shape - you can’t save them if they’ve been reduced to ashes, for example. You do not travel to the Isle of the Dead (being Unhallowed), but those who have been saved by Pooka are said to take on some of their ”personality”.
Scry ◎
Prophesy N Concentration Something up to [sum] km away
• Advance Whispers of Br’er Rabbit from Footpad to Sharper (d8) (requires Whispers of Br’er Rabbit: Footpad).
This spell requires something to scry through - a mirror, a quiet pool, clouds, a bonfire, etc. You create an invisible eye, ear, and mouth that can travel up to [sum] km away at a speed of 10km/hour. For as long as you maintain concentration, everything the eye sees is reflected in the thing you’re scrying through. Other people can see what the eye sees if they’re looking into the mirror, pool, clouds, bonfire, etc. as well. The eye, being invisible, can see and be seen by invisible things. The ear can hear for you as well. You can use your Skill: Listen through the ear if you wish. You can speak through the mouth, including summoning the Forgotten to the location. You can’t separate the eye, ear, and mouth - they have to remain together. The eye, ear, and mouth can fit through a space that you could reasonably pass the real thing through (a mouse hole, but not under a door)
Night Children • Choose a Looks, Weird, or Gear result as if you rolled the appropriate die. For example, if your Gear die is a d8, you can choose any Gear result from 1 to 8.
Murks • Stone Step: Once per Session, you can travel through stone or earth up 10km away. You need to
• Otherwordly: You can only be hurt by magical weapons, spells, and fire [Unique]
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Skills and Saves
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tive multi-volume history of Elfland) where appropriate.
Skills
Other books might allow you to learn a Skill during a Vacation. In this case, the book can’t bring your level higher than ”Trained”.
R⑳ : Static + d20 + Bonus + Modifiers
Helping Out
Skills are R⑳ tries to see if something is possible and achievable. The Arbiter should only call for a Skill try when the difference between success and failure would be interesting, or when a skill that’s not interesting enough to describe still shouldn’t be an automatic success.
Maybe the runes are a little bit harder to decipher than you thought; maybe it’s really important you not get lost in the woods right now. If you want to hedge your bets a little, you can ask for help from one other adventurer. The helper adds their Bonus (+1 to +4) to your roll (this is in addition to any other modifiers). Again, only one adventurer can help you out, unless they are a Pooka (in which case, they don’t count against your one person).
Each Skill has a level attached to it to describe how rad you are: Skill Untrained Trained Skilled Master Artist
Static d4 d8 d12 d20 d24
Bonus +0 +1 +2 +3 +4
Successes 0 10 25 50 100
If you succeed, you get the credit for the success. If the other adventurer has a lower Bonus than you do, they also get credit for the success. Tony ”Two Touch” Tomlinnson is Skilled (d12,+2) at Bushcraft, but he’s a little worried about getting lost. He asks for Kurt Eberwulf’s help - Kurt is also Skilled, so Tony rolls a d20 + d12+2 (for being Skilled at Bushcraft) + 2 (for Kurt’s help). He’s able to R⑳ (gets a 25) and he gets credit for the success. If Kurt had been only Trained (+d8,+1) in Bushcraft, he would have received credit for the success also, but since he and Tony are the same level he doesn’t learn anything new.
Successes Whenever you succeed at using a Skill, put a check mark or number next to it. When you hit the number of successes shown in the chart above, your Skill goes up a level (for example, if you were to succeed 10 times when using your Salt skill, your skill would go from ”Untrained” to ”Trained”). Skills that start at Trained level because of your Trope have 10 successes already attached to them.
The person helping has to describe to the Arbiter how they’re helping you; if it doesn’t sound feasible, the bonus doesn’t get applied.
Remember that the Arbiter decides whether or not a Skill try is necessary or can be attempted - when the difference between success and failure would be interesting, or when a skill that’s not interesting enough to describe still shouldn’t be an automatic success. You can certainly suggest it, but the ultimate decision rests with the Arbiter.
Finally, the Arbiter may assign a modifier to the Skill roll at their discretion. Maybe the conditions are favorable (you’re using Lore in a library) or unfavorable (you’re trying to use Lore to read a forgotten language written on a dungeon wall). The Arbiter may assign a modifier of -4 to +4.
Books
Possibility
You may stumble across certain books that contain instructions, histories, theories, etc. that can assist you in making a Skill try. If used as a reference, these books can provide a bonus between +1 (for a primer on Tea Ceremonies, say) to +4 (the defini-
For Skills, the R⑳ roll doesn’t just determine success, but whether or not something is even possible. If you fail at interpreting those twisting eldritch runes 69
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(Lore), it means that it’s simply not possible in these conditions. Maybe it’s your fault, maybe it isn’t. The runes can’t be made out, or this is only a fragment, or whatever. Who knows. It’s just not possible - you tried, failed, and now you know.
The Core Skills There are 7 Core Skills. You being Untrained in every Skill, though your Trope or Species might bump these up to Trained during character creation:
If you have a sailor adventuring with you whose Salt is Skilled (d12,+2), they’re going to have a better chance of success. But if someone fails a Salt roll before the sailor had a chance to try, then they fucked it all up (they didn’t shiver the timbers or hoist the mainsail or forgot about high tide or whathave-you). They should have waited for the professional to give it a shot. This might be a permanent or temporary condition at the Arbiter’s discretion.
Bushcraft tracking, hunting, camping, finding water, survival, making fires, ranger shit Eyeball estimate something’s value or weight; size somebody up (”can we take this guy?); judge distance, quality, etc Listen listen at doors, remember something the Arbiter told you that you’ve forgotten Lore general ancient knowledge - esoteric religions, what the weird writing says, history of this magic item, whether or not something is a component Math architecture, sloping rooms, construction, where a secret door might be Salt swimming, sailing boats, having sea-legs, fishing, navigating by the stars, tying knots Travel estimating food and water for a convoy; riding horses and camels; mountain climbing
After the first adventurer succeeds, everyone else is able to follow along behind them. Additional skill tries won’t have any effect on whether something is possible or not. If adventurer 1 succeeds, it’s possible - adventurer 2 failing doesn’t suddenly make it impossible. If further Skill tries3s are necessary, everyone who follows after the first adventurer adds that adventurer’s Bonus to their Skill try.
Other Skills The 7 Core Skills are the basics skills that everyone gets. You can add another skill to your character sheet based on your character history (you were a Haberdasher in Lankhmar and now you have Skill: Tailoring), and you may also find additional skills by reading books, apprenticeships, etc (for example, you might find a book on teacups or something and you spend a Vacation reading it and now you have the Skill: Tea Ceremony). Here are a few other Skills mentioned in these rules. Veins Lore: Any time you encounter something in the Veins you might not understand, you can try this Skill. Some examples: remembering what kind of gift is appropriate to give to an Ambassodile, what that smell is in the darkness, figuring out what kind of architect this Janeen is, etc. If you are a Murk and were a slave of the culture you’re rolling against, you get a +2 bonus. Tinkering: The skill of fixing, understanding and manipulating small devices and tools. A shittier, non-magic version of Knave Whispers, most often used by scavengers to disarm small mechanical traps or their triggers, picking simple locks, 70
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and to trying to repair broken stuff. If you fail your Tinker roll the worst possible event happens i.e. the trap explodes for maximum damage, the weapon you’re ”fixing” is destroyed beyond repair, the improvised lockpick breaks and now no-one can pick the lock, etc. You can use Tinker during a Bivouac to try to repair a Use of Armor, but if you fail you make it 1 Use worse Linguistics: Any time you encounter a written language you can’t read, you can try this Skill. If you succeed, the Arbiter can give you a general idea of what the text says, but not specifics. You can’t use this skill to read magical writing (scrolls, spell books, etc)
Saves R⑳ : Static + d20 + Bonus + Modifiers
There are 3 types of Saves in ToY: Hexes - this includes certain spells and magical effects. If a spell description says ”Save for half damage”, this is the Save you roll. Toxins - various and sundry poisons and diseases. If a poison or disease description says ”Save or suffer d100 damage”, this is the Save you roll. Doom - includes dragon’s breath, the gaze of a medusa, or things that might kill you outright. If a Monster’s description says something like ”Save or die”, this is the Save you roll.
You missed the poison needle in the chest, got too close to the dragon’s flame, didn’t kill the swamp hag before she pointed her magic wand at you and caused snakes to shoot out and try to bite you on your stupid face. Like Skills, each Save has a level attached to it to describe how rad you are: Skill/Save Defenseless Preserved Protected Strong Unbeatable
Static d4 d8 d12 d20 d24
Bonus +0 +1 +2 +3 +4
At character creation, pick one Save - you are Sensitive (d8,+1) with that Save. All the other Saves are Defenseless (d4,+0). Finally, the Arbiter may assign a modifier to Save roll at their discretion. Maybe they’re making a Save vs Hexes against a lich’s spell (-2), or maybe the poison gas is extremely weak after so much time forgotten in a dungeon (+2). The modifier can be between -4 and +4.
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Combat
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to roll at that point. You can act as a group and decide your own order for Actions in each Moment.
Rules of Engagement
Your Actions can be: • A Maneuver Action: Basic or Tactical, or;
Overview
• A Combat Action: Fighting or Deed You can only take 1 Combat Action in a Moment, even if you win Init.
• Combat is conflict that takes place between Allies and Monsters at a particular Distance.
Initiative (Init)
• Combat consists of Moments and takes Minutes to complete. • Each Moment you roll your Init to determine how many Actions you get. If you R⑳ , you get 2 Actions; otherwise, you get 1 Action.
R⑳ : ♦INT + Move + Monster Speed To determine who goes first, all Allies roll their Init at the top of the Moment. The result of this R⑳ attempt will tell you how many Actions you can take.
• If you have 2 Actions, you can take 1 before the Monsters’ turn and one after the Monsters’ turn. If you have 1 Action, you can only take it after the Monsters’ turn.
Move Die
• There are 2 kinds of Actions: Maneuver Actions and Combat Actions. If you take a Combat Action, your Moment ends.
Each type of armor has a Move associated with it: Armor None Light Medium Heavy
• Certain Actions occur at the top and bottom of the Moment
Allies and Monsters
Move d20 Static d12 Static d8 Static d4 Static
Monster Speed
Allies consist of all the Adventurers and any henchmen or hirelings they might have; Monsters are everyone (or everything) else involved in the Combat. It could be a group of peasants armed with pitchforks, a timed trap, or a swarm of bees. Could also be a monster.
Most Monsters have a speed of d16. Some Monsters are Fast - their speed is d12. Some Monsters are Slow - their speed is d20. See the section on Monsters in the Arbiter’s section for more details.
Actions
If the Allies are fighting Monsters with mixed speeds (a group of slow blood puppets led by a necromancer who moves at normal speed, say), roll the Init as follows:
Mixed Init
Combat consists of Moments and takes Minutes to finish.
1. The Allies roll their Init against the necromancer (d16 speed). If they R⑳ , they can take a Maneuver or Combat Action (the Combat Action ends their Moment).
You can take 1 or 2 Actions in a Moment, depending on your Initiative (Init) roll. If you R⑳ on your Init check, you can take 1 Action before the Monster and 1 Action after the Monster. If you fail, you can take 1 Action after the Monster. You can always choose to act after - there’s no need
2. The necromancer takes her turn
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3. Any Allies that won Init against the necromancer can take their second Action now. Any Allies who failed to R⑳ against the necromancer should now test their Init against the blood puppets. If they R⑳ , they can take a Maneuver or Combat Action (the Combat Action ends their Moment)
Maneuver Actions A Maneuver Action does not end your Moment.
Basic Maneuvers Basic maneuvers involve positioning yourself in combat, readying equipment, helping fallen Allies, etc. A Maneuver is anything that might take you a handful of seconds to do. For example:
4. The blood puppets take their turn 5. Allies who have any Actions left, or Allies who failed both Init tests take their final Maneuver or Combat Action
• Moving somewhere Nearby; • Readying a shield and/or weapon; • Switching weapons; • Picking up something you dropped; • Getting up from the Prone position; • Finding a spell in your Grimoire; • Lighting a torch or flaming oil; • Grabbing something out of your pack; • Drinking a potion or applying a salve Whether or not something qualifies as a Basic Maneuver is up to the Arbiter’s discretion. It’s possible that an action might take longer than a single Maneuver. Some examples: • Picking a lock while a fight rages around you;
Surprise
• Tying off a rope and swinging into combat;
Before rolling Init the first time, the Arbiter will determine whether you or the Monster are surprised. Examples of surprise might be: attacking a group of goblins playing cards; someone kicking down the door and bum rushing you; a vampire fading in behind you and biting you in the neck; etc.
• Running across the room and digging through a fallen Allies pack; • etc. The Arbiter should decide how many Actions this will take (”it’ll take you a Maneuver Action to tie off the rope and another Maneuver Action to swing into Combat”; ”it’s a Maneuver Action to move Nearby, another Maneuver Action to roll him over and open his pack, and a third Maneuver Action to find that salve of wound binding”).
If you are surprised at the start of Combat, you immediately lose Init. If you take damage in a Surprise Moment, it bypasses Grit. If a Monster is surprised at the start of Combat, all of the players automatically win Init. Knaves can consider this getting ”The Drop” on someone, meaning they can attempt a Murder Knaves can also try to get the Drop on someone during Combat. More details can be found in the section on Whispers
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Tactical Maneuvers
your next Guard R⑳ i.e. take +2 to Fight but -4 to Guard. You can only gain up to +4/-8 in this way.
Tactical Maneuvers involve creating scenarios to positively influence your next Combat Action or change the environment of the battlefield. They have a few rules:
Warding
Brawl weapons only
You use an Action to defensively position yourself against the Monster. You gain a bonus modifier to your next Guard R⑳ and a double penalty to your next Fight R⑳ i.e. take +2 to Guard but -4 to Fight. You can only gain up to +4/-8 in this way.
1. You can only use one Tactical Maneuver at a time 2. Unless it says otherwise, bonuses and penalties to Fight or Guard occur for a single R⑳ check
Combat Actions
3. Tactics don’t stack i.e. you can’t Aim for multiple Moments and stack the bonuses
The Fighting Combat Action is covered below.
Deeds Aim 1. You can only use one Deed at a time i.e. you can’t use Bum Rush and Florentine at the same time
Shoot or Throw Weapons Only You take careful aim with your weapon. If your next Fight R⑳ hits, you Crit (you still must roll your ♥FOC ).
2. Unless it says otherwise, bonuses and penalties to Fight or Guard occur for a single R⑳ check
This bonus lasts until you take a Combat Action or something breaks your aim (moving, taking damaging, Guarding, etc).
3. Deeds are Combat Actions, and Combat Actions end your Moment
Block
Bash
Must have a shield equipped (it has to be on your arm / you have to be using it)
Get in a Monster’s way and try to get it to attack you. Move somewhere Close or Nearby, pick a Monster to engage with, and R✓: Presence. If you succeed, the Monster will attack you at its next opportunity.
Brace
Get the Monster’s attention. Take a Fighting Action, but deal damage as if you were Unarmed. If you hit, the Monster will attack you at the next opportunity.
Polearm or spear only
Bum Rush
Set your polearm or spear to defend against incoming Monsters. If a Monster moves from Nearby to Close during its Action, you may immediately take a Combat Action before the Monster attacks (provided you haven’t taken a Combat Action already)
Charge! Move somewhere Nearby and immediately take a Fighting Action.
Disarm
Unarmed or Fast Brawl 1H weapons only. Target must be using a 1H weapon
Rage
Take a Fighting Action. If your try succeeds, make a R⧁ ♣VIG or R⧁ ♠DEX (your choice) vs. your opponent’s ♣VIG or ♠DEX (Arbiter’s choice). If you win you deal no damage, but your opponent is Disarmed.
You take an Action to be come Enraged. The target of the rage is ”the Monsters”. If one of your Allies has injured you in this fight, they count as a Monster.
Reckless
Hard Brawl weapons only
Brawl weapons only
Florentine
Fast Brawl weapons only, but see below. ♠DEX d12 or better
You use an Action to aggressively position yourself against the Monsters. You gain a bonus modifier to your next Fight R⑳ and a double penalty to
Take a Fight Action with 2 weapons. If you hit, roll damage for both weapons. Pick the highest: 75
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Hard weapon (♣VIG ) or a Fast weapon (♠DEX ). Weapon types are found in Equipment
If both dice are natural 1s, you automatically Fumble If one die is a natural 1, the other die can’t Crit (even if you roll [max] damage)
If you succeed in your Fight R⑳ test, you deal damage to the Monster.
The combined damage of the 2 weapons must be d12 or less. OK - 2 short swords (d6+d6), short sword and dagger (d6+d4), Knave’s Sword and Dagger (d8+d4). Not OK - 2 Knave’s Swords (d8+d8), Knave Sword + Short Sword (d8+d6)
Gambit
Arbiter gets to add penalties to your roll depending on how crazy it is. Called shot. Take a Fighting Action, but roll twice. If both hit, it happens. If one hits, it doesn’t. If neither hit, you automatically Fumble
Grapple
No Shield, Light Armor or Unarmored; Unarmed or Fast Brawl 1H weapons only Take a Fighting Action. If you succeed, the Monster is grappled. Any subsequent Fight checks you make succeed automatically until the grapple is broken. Other attackers Fight R⑳ gain a +2 modifier while the Monster is grappled, but if their attack misses you must roll a an R✓: ♠DEX . If you fail, you are struck by the attack. If you take any damage or are affected by a spell, the grapple is broken.
Splinter
Must have a shield equipped (it has to be on your arm / you have to be using it) If a Monster’s attack is about to cause you physical damage, you may immediately destroy your shield, taking no damage. You can wait until after the damage is rolled to decide if you’re sundering your shield. If you already took a Combat Action this Moment, you can’t use this Deed.
Dealing Damage The damage your weapon does is a Static die. Weapon damage is found in Equipment. You roll the Static and deal that much damage to the Monster. If you roll a 1, you might Fumble. If you roll [max] damage on the die, you might Crit.
Fighting Action
Crits and Fumbles
R⑳ : ♣VIG OR ♠DEX + Monster Weakness + modifiers
If you roll a natural 1 for damage (or someone turns your die roll into a natural 1), test your R✓: ♥FOC . If you get a Failure, your attack is a Fumble. The die you roll on the Fumble table is specified in the Armor type.
When you attack a Monster, you must make a Fight roll. The Arbiter will tell you the Monster Weakness, a Static die between d24 (weakest) and d3 (strongest).
If you roll the [max] number on the die naturally (or someone turns your die into that [max] number), test your R✓: ♥FOC . If you don’t roll a Failure, your attack is a Crit. Add your [lvl] to the damage.
Your Fight R⑳ depends on whether you’re using a 76
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Exploding Dice If your damage explodes (for instance, if you are a Sellsword with the Lethal Virtue), you can’t Crit since your damage die explodes if you roll [max] damage. You can still Fumble, however.
Unarmed Damage Your damage for Unarmed combat depends on your ♣VIG ♣VIG d2-d3 d4-d8 d10-d12 d16-d20 d24
Damage 0 1 2 3 4
1. Shield : If you have a shield equipped (that is, on your arm) and take physical damage, and you haven’t taken a Combat Action yet, you can Splinter your shield. Stop here. Otherwise ... 2. Grit : Subtract the damage from your Grit. If there’s any damage left over, move to Armor i.e. if I have a Grit of 4 and I take 9 damage, I have 5 damage left over and I move on to to Armor.
If you bring someone to 0 Flesh via Unarmed combat, they are Knocked Out for d4 Markovian. Continued Unarmed attacks against Knocked Out foes prompt Death rolls as you beat them to death. Note that since this isn’t a die roll there’s no way to Crit or Fumble. Fighting Unarmed is considered a 2h Fast Brawl weapon.
3. Armor : If you have armor, see how much damage it will absorb. Roll the Use for your armor and subtract the result from the damage. For example, if I’m wearing chain mail (Medium armor) I roll a d8; if I rolled a 5, I’d subtract 5 from the total damage. If there’s any damage left over, move onto Flesh. Remember your Armor is a Use !
Guarding R⑳ : ♠DEX + Monster Weakness + modifiers
4. Flesh : Subtract the rest of the damage from Flesh. If you go to 0 or less Flesh, you are Dying
When you are defending against a Monster’s attack, you must make a Guard roll. If you fail, you take damage.
Flesh and Grit
Taking Damage
Flesh is your ability to withstand injury; Grit is your ability to avoid injury in the first place. Damage affects Grit first - dodging and weaving, close calls, little nicks, stunning blows, getting worn out from the fight, etc. When Grit is gone you’re too exhausted to ward off physical harm and you start taking damage to Armor and Flesh.
Taking damage works in roughly the same way as dealing damage, except the Arbiter rolls for Monster damage. Monsters cannot Crit or Fumble. When taking damage, you apply it in the following order:
Your starting Flesh is defined by your Vitality . When you start your life as an Adventurer, your initial Vitality is the [max] of a d4, d6, d8, or d10 (the die is defined in your Trope or Species). You then roll your ♣VIG and, if the number on the die is higher than your initial Vitality , your [max] Flesh
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is this new number (for example, if I have a d6 Vitality and a d8 ♣VIG , I start with 6 Flesh. I then roll the d8 - if I roll a 7, my [max] Flesh is now 7).
Death Precarious Tough Resilient Enduring Amaranthine
When you’re taking a Breather or resting, you use your Vitality to heal your Grit - basically patching yourself up, strapping wounds, getting yourself psyched up, that sort of thing.
Static d10 d12 d16 d20 d24
The Arbiter may add positive or negative modifiers to your roll, up to -4/+4. A good rule of thumb for ”heinous” damage (damage well in excess of your Flesh) is to divide [max] Flesh into the result (rounded) down, and apply that as a negative modifier. For instance, if an adventurer had 8 Flesh and took 30 damage, their roll would be at -2 (30-8 = 22. 22/8 = 2.75, rounded down = 2).
Flesh is generally pretty static; if you’re ever at a point where you’re taking damage to Flesh, you’re getting pretty close to Dying.
Injury Adventuring is dangerous business, and it’s not uncommon for Adventurers to receive a ”permanent” Wound, or fall victim to a Curse, Addiction, or Diseases.
If you are Dying, you can’t heal Grit. The moment you are healed above 0 Flesh (through Resting, Leechcraft, etc) you are no longer Dying; you must immediately roll on the Wound table as well as R✓: Sanity. Note that some Wounds will prevent you from healing Grit until they are dealt with.
Curses can be removed by Mystics using a Hekaphage; Disease, Addiction, and Wounds can be healed by Philosophers using Medicinals. If you don’t have a Mystic or Philosopher in your Band, things get a little more complicated. You’ll need to find yourself a Miracle Worker to cure what ails you. Miracle Workers can heal 1 injury for a 100 coins appropriate to your level, and a roll on the Miracle Working table
Dying R⑳ : ♥FOC + Death + modifiers If your Flesh ever goes to 0 or below, you are Dying. Your Grit immediately drops to 0 if it isn’t 0 already (you can’t duck, dive, dodge, dip and dive while trying to hold your intestines in, right?) and your Flesh is set to 0. While your Flesh is at 0, you must roll a Death at the top of each Moment. If you fail, you immediately perish. While at 0 Flesh you can’t do anything but crawl to safety and hold your intestines in. Unless noted in their Trope or Species, all Adventurers’ Death starts at Precarious (d10). Additional levels of Death can be learned during advancement.
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Additionally:
When The Dust Settles
• Sellswords restore 1 Use of their Deed
Taking a Breather (Minutes)
• Knaves and Pooka restore 1 Use of their Luck
Combat takes Minutes to finish, no matter how many Moments actually occurred. Once Combat is over, you can take a Breather. Roll your Vitality and restore that much Grit up to your [max] (unless a Wound prevents you from doing so). Pooka can help with this process significantly. If you have Second Skin, you can repair a Use of Armor as well, up to its [max] .
• Philosophers restore up to 2 Blood Pool and/or reset any negative modifiers to Knowledge • Mystics restore up to 2 Grace Pool and/or 1 Mojo Use • Spriggan restore all their Sovereignty
You don’t need to take a Breather in a safe place, but common sense should prevail - taking a quick nap in front of the goblin horde after you beheaded the chieftain isn’t OK. You can only take 1 Breather per Combat.
Taking a Vacation (Days/Weeks) As your injuries mount you may find you need to take a longer rest. Longer rests require Civilization.
Taking a Bivouac (Hours) If you need a longer rest, you can set up camp and take a Bivouac. You can only camp in a ”safe” place (though this doesn’t necessarily have to be in Civilization). Each time you make a Bivouac, make a Use roll of your Personal Provisions (you can share Personal Provisions with others, but you have to roll for each person). If you don’t have enough Personal Provisions, you can’t get any of the good effects. There’s always a chance of wandering Monsters when you’re camping, unless you have a Pooka with you If a Wound doesn’t prevent you from doing so: • Restore all your Grit. • Restore [lvl] Flesh • Restore 1 Use of any one Intangible Stat • Restore your Armor up to its [max] Use • Remove a single non-serious wound
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Civilization
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Ingots of each type are common, and weigh 1kg each. Every ingot you find is worth 100 of the coin type:
Weights and Measures
• 1 iron ingot = 1kg iron = 100fe (iron pieces) • 1 silver ingot = 1 kg silver = 100ag (silver pieces)
Money
• 1 gold ingot = 1 kg gold = 100au (gold pieces)
The Totality of Ygg subscribes to a Chartalist approach to economy. Acheron in particular is an amalgam of multiple civilizations built on the bones of the civilizations before them, stretching back 30,000 years or more. The rarity of certain metals (silver and gold), as well as the utility of another (iron) has created an easy way to measure credit and debt. A 5,000 year old gold coin found in a crypt and another minted by the city of Byzantium have the same value; iron, silver, and gold are the uniform system for measuring credits and debts and have remained so for millennia.
4 1kg ingots / 400 coins count as 1 Burden.
Coins Whenever you see ”coins” instead of a coin type, this means a coin appropriate to your [lvl] . Levels 1-2 are the Iron levels (fe), levels 3-5 are the Silver levels (ag), and levels 6+ are the Gold levels (au)
Thus, coins are divided into 3 types - iron (fe), silver (ag), and gold (au) - and have the following value relative to one another 100 fe (iron) = 10 ag (silver) = 1 au (gold) Iron is the core of the monetary system, specifically the iron ingot (1kg of iron), which is equal to 100 iron coins. It is not uncommon for iron coins to be smelted to forge the tools, weapons, and armor they pay for (particularly when various cities are trying to feed and arm their military).
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Taking a Vacation
Settlements
In order to truly recuperate, you must return to Civilization and rest in a Small, Medium, or Large settlement. You tell the Arbiter how long of a Vacation you’re taking: Days, Weeks, or Months. Taking a Vacation costs money. The costs shown are for food, lodging, equipment maintenance, Trope and Species specific stuff (whetstones, lockpicks, trap kits, inks, paper, weird bones, blood tokens, esoteric pieces of art, edible moss, rats-on-sticks, guild dues, etc.) and simple diversions of all types. These are only the basics, however - with all that coin in your pocket you may want to go Carousing.
Acheron is dominated by wide, unpopulated wastes filled with ruins, dangers, and uncovered riches; the people of Acheron cluster in various settlements that dot the landscape. These settlements are broken into 4 sizes Tiny Thorps, dorfs, ”the boondocks” (< 1,000 people). A Tiny Settlement may have a few things people might trade for, and you’ll probably sleep in a hayloft for a day or two at the most before someone chases you off. Tiny settlements only deal in trade, and maybe a few iron pieces. They are generally superstitious and uneducated (see Burn the Witch!). You cannot take a Vacation in a Tiny settlement Small (Iron) Hamlets (1,000 - 10,000 people). The ”iron” settlements. Small settlements generally deal in iron - if you attempt to spend silver in a Small settlement, you might meet with some strange looks and attract unwanted attention. Trying to spend gold in a Small settlement is pretty much impossible. Medium (Silver) Villages, wyches and small towns ( 10,000 to 100,000 people). The ”silver” settlements. Medium settlements usually deal in silver, though gold is sometimes used by the wealthy and iron used by the impoverished. Large (Gold) Big towns and cities (100,000+ people). The ”gold” settlements. Large settlements deal almost entirely in gold. Trying to spend iron pieces in a metropolis would be met with disdain, like trying to pay your cab fare with pennies (and unlike modern civilization, no one is under any obligation to honor your tender if they don’t feel like it).
If you don’t have the money, you don’t get any of the benefits of the longer rest.
Vacation
Small Medium 100 fe 50 ag
Large 25 au
During a Vacation, you: • Restore all your Grit and Flesh • Go Carousing (appropriate to your level) • Restore your Armor Use up to its [max] . See the section on Armor Repair for how to restore the [max] • Restore your Use for all Intangible Stats up to their [max] • Restore all Deed Use (Sellswords) • Restore all Luck Use (Knave and Pooka) • Restore all Blood Pool (Sorcerers) • Restore all Mojo Use • Restore all Grace Pool (Mystics)
The size of the settlement is important when it comes to longer rests, spending treasure, and finding equipment, services, and hirelings.
• Restore all Sovereignty (Spriggan)
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In addition, you can do the following: • Perform Research and Marvels, or create Wonders • Cure Disease, remove Addiction, or expel a curse • Heal a Beating, Madness, or Life Drain
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• You’ll need a Sanitarium in order to use Research on Medicinals (if a Library isn’t present)
Services Not all Settlements have all the services an adventurer may require:
• If you don’t have access to Medicinals or a Hekaphage, you’ll need a Miracle Worker (wisewoman, witch, chymist, apothecary, leech, etc) to cure Disease; remove Addiction; expel a Curse; or heal a Beating, Madness, or Life Drain These are the basic odds of you finding a service you need are an x-in-6 (for example, if you see 2in-6, that means the service is present if you roll a 1 or a 2 on a d6). Unless the Arbiter has a compelling reason not to, all Small, Medium, and Large civilizations have a Trader, Leatherworker, Miracle Worker, and Smith present. Otherwise, roll on the table below (the Arbiter can feel free to ignore these results also!)
Shrine to a specific Small God? Library? Narcotics? Sanitarium?
• You’ll need a Trader to buy Adventuring Gear; otherwise, there’s only a 1-in-6 chance that the Settlement has something you’re looking for (including weapons and armor if a Leatherworker or Smith isn’t present) • You’ll need a Leatherworker to buy or repair Light Armor • You’ll have to pay a Smith to buy or repair Medium or Heavy Armor, or to buy weapons • Not all Settlements have shrines or chapels to specific Small Gods, so their worshipers may not be present • You’ll need to know if there’s an apothecary or ... less savory type ... who can sell you Narcotics • You’ll need a Library in order to use Research (Chymistry, Inscription, and Medicinals)
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Tiny 2-in-6
Small 4-in-6
Medium 3-in-6
Large 6-in-6
No No No
2-in-6 [max] -in-6 3-in-6
4-in-6 6-in-6 6-in-6
6-in-6 6-in-6 6-in-6
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Kleshian
Languages
Language of the Jungles of Klesh. There’s no written component - spoken only
A number of dialects and idiolects are used across the surface of the Totality.
Mingol
Dialects
The language of the Steppe of Khitai and the Plain of Sifir
Acheron
Saltish
Common language of the Totality of Ygg. Everyone can speak this.
Native language of the Free Confederacy of Sea Princes
Baroque
Sibilance
Native language of the Amaranthine Kingdoms of Byzantium
The language used around Elfland, the Lands of Nod, and the Weald. All Zoological creatures can speak Sibilance by the grace of the King of Elfland (though you might not get much of an answer out of them)
Brogue Language of the people of the Grim Wood in Blackmoor
Skaldic
Cockney
Language of the people of the Taiga, Nin, and Vornheim
Slang used by thieves, merchants, slave traders, etc - favored by residents of Ophir, Lankhmar, Ilthmar, Quarmall, etc.
Idiolects
Kaddish
Archaic
Native language of the Immortal Empire of YoonSuin
Required to command extraplanar Archons
Birdsong The language of hearth spirits, ravens, and daytime birds. Said to be a common language in the Ultraviolet Grasslands and the Plateau of Leng
Bloodspeech A series of cries and hand signals for communicating in the battlefield
Draconic Language of the Night Children and intelligent reptiles (like dragons). Said to be spoken by the folk who dwell in the Eiglophian Mountains.
Fiendish Required to command extraplanar Fiends
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Language of intelligent undead. Required to speak with the dead. Said to be a language understood by the ghosts that inhabit the Lost Cities
Seraphic Required to command extraplanar Seraphim
Sylvan Language of intelligent/magical animals and members of the court of the King of Elfland
Thieves Cant Language spoken by thieves found across the continent
Silent Speech Language of the Veins of the Earth, stones, and rocks
Verminish Language or insects, rats, and other vermin. A gift from the Rat God to Acheron
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Equipment
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• Certain things you might try to pick up while adventuring - a carpet, an anvil, a millstone, etc. will be worth a certain number of Significant Items as determined by the Arbiter. For example, a large carpet might have a Burden of 12 - meaning that you will need 12 Significant Item slots (collectively) to carry the carpet out of the dungeon at a shuffling pace.
Burden Ed: To the best of my knowledge, Significant and Insignificant items come from Logan Knight’s ”In Corpathium”
Encumbrance; hindrance; weight; load - whatever you call it, it seems that games have been trying to figure out how to limit how much weight an Adventurer can carry since Gygax first put pencil to paper. Too much and it feels like algebra homework, too little and you have munchkins bristling with dozens of axes.
• Finally, certain effects on you might fill your Significant Item slots (priests of the Corpulent One, for example, might need to be obese to be able to use their special powers, and that obesity might equal 2 or 3 Significant Items)
Hopefully this is the sweet spot.
Andre Preneur, assassin for hire, carries out his contracts with two daggers sheathed in a small poison-filled bladder on his back (1) and carries a Grappling Hook (1) and 25m of rope (1). His Burden is 3. Balthazar the Breathtaking carries a knave’s sword (1) with a bandolier of 4 daggers (1. The bandolier halves the value of the daggers). He’s got a bunch of shrunken heads tied to his belt and to the hilt of his sword with spell incantations written on them, but these are Insignificant Items - so his Burden is 2. The Nightie Knight uses a longsword (1), a shield (1), and wears Heavy armor (which has a Burden of 0 because she has the Sellsword Virtue Second Skin). She carries a Strongbow on her back (2) with a quiver on her hip (1). Her Burden is 5.
In the Totality of Ygg, Burden is broken down into Significant and Insignificant Items.
Insignificant Items You can carry as many Insignificant Items as you want as long as you can tell the Arbiter where they are i.e. ”I’ve got the 11 weird rocks we’ve found at the bottom of my backpack, the amulet is tied to my belt, and I stowed the matches in my pocket”. Be reasonable, and the Arbiter has final say.
Significant Items The number of Significant Items you can carry depends on your [max] ♣VIG +2 i.e. if you have a d12 ♣VIG , you can carry 14 Significant Items. Pooka and Night Children don’t get the +2 bonus, because they’re Tiny - they can only carry their [max] ♣VIG items. If you try to carry more than your [max] , you’re Morbidly Encumbered and you can only shuffle around (no Fight, no Guard, etc), Some examples of Significant Items: • Some Gear counts as a Significant Item (see list below) • If a weapon does d4 damage, it counts as 1/2. 1 handed weapons count as 1. 2 handed weapons count as 2. • Light armor and shields count as 1 each. Medium armor counts as 2. Heavy Armor counts as 3. • 4kg worth of coins counts as 1. A person counts as 100kg (25 Significant Items), but Pooka and Night Children are only 15 88
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Weapons Hard: Hard Weapons use ♣VIG for Fight checks Fast: Fast Weapons use ♠DEX for Fight checks Type: The type or class of the weapon: Stabbing, Chopping, or Bashing Brawl: Brawl Weapons can only be used on Monsters Close to you. Throw: Throw Weapons can be used on Monsters Close to you, or thrown Nearby Shoot: Shoot Weapons can target foes Nearby to Distant (but not Close). Burden: Two handed weapons have a Burden of 2; weapons that do d4 damage have a Burden of ½
Bow Club Dagger Hand Axe Knave’s Sword Longsword Mace Military Pick Polearm Quarterstaff Shortsword Sling Spear Strongbow Two-Handed Sword War Axe Warhammer
Damage d6 d4 d4 d4 d8
Hands 2h 1h 1h 1h 1h
Means Fast Hard Fast Hard Fast
Type Stabbing Bashing Stabbing Chopping Stabbing
Range Shoot Brawl Throw Throw Brawl
d8 d8 d10 d10
1h 1h 2h 2h
Hard Hard Hard Hard
Chopping Bashing Stabbing Chopping
Brawl Brawl Brawl Brawl
d6 d6 d4 d8 d6 d10
2h 1h 1h 2h 2h 2h
Fast Fast Fast Hard Hard Hard
Bashing Chopping Bashing Stabbing Stabbing Chopping
Brawl Brawl Shoot Throw Shoot Brawl
d8 d10
1h 2h
Hard Hard
Chopping Bashing
Brawl Brawl
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Traits
Brutal Rend and Brace
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Traits Brutal When you roll damage, you can re-roll a 1. If you roll a 1 again you automatically Fumble Burst Anyone in range has to R⑳ their Move + ♠DEX or take damage (see Flask of Oil) Cleave If the attack kills a Monster, you may immediately attack again Daze If you Crit with the weapon, the target is Woozy for d4 Markovian unless they’re wearing a helmet. Hefty Roll twice for damage and take the best Rend On a hit, optionally forgo damage and remove 1 Use of target armor, or reduce a Monster’s Soak by 1
Bow includes the shortbow and reflex bow Club includes Shillelaghs, Cudgels, Bludgeons, and Batons as well as just really big, heavy sticks Dagger includes the Baselard, Miséricorde, Cinquedea, and Dirk Hand Axe same heads as a War-Axe, but with a short haft for throwing Knave’s Sword includes the Rapier and Épée Long Sword includes Sabres, Scimitars, Arming Swords, Falchions, Ulfberht, and Kopis Mace includes Flanged, Pernach, and Morning Star Military Pick includes both the Horseman’s pick as well as a mining pick. Polearm includes every polearm from 1e D&D the Halberd, Guisarme, Voulge, Bardiche, etc. as well as the Lance.
Quarterstaff just a length of hardwood, sometimes with a metal tip on the end Short Sword includes the Seax, Gladius, Hunting Sword, and Xiphos Sling leather or rope with a pouch in it for throwing rocks. Spear Go-to weapon to outfit an army for cheap. Combines the thrusting and throwing spear. Strongbow the longbow or yumi Two-Handed sword includes the Zweihänder, Claymore, and Greatsword War Axe includes the Archer’s Axe, Dane Axe, Pollaxe and Tomahawk with a long haft Warhammer includes the Maul, Sledgehammer, and Ice Axe
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Armor The Armor Use Armor has a Use that can absorb physical damage for you in Combat. The first time your armor moves DC⇩, reduce its Current (not [max] ) Use . Every time thereafter, reduce both the Current and [max] Use . Put another way - your Armor should either be equal to [max] , or 1 die on the dice chain below it.
Repairing Armor Restoring your Armor to its [max] Use requires a Leatherworker (Light Armor) or Smith (Medium or Heavy Armor). Not all Settlements have a Leatherworker and/or Blacksmith - see the section on Services under Civilization. Civilizations that do have a Leatherworker or Smith will cost you: 25fe per Use of Light Armor repaired; 25ag per Use of Medium Armor repaired; and 10au per Use of Heavy Armor repaired. Again, this is per Use . If you had Heavy Armor with a d8 [max] , it would cost you 20au to fix it properly - 10 au to go from d8 to d10, and another 10 to go from d10 to d12.
Weight None Light Medium Heavy Helmet Shield
Use n/a d4 d8 d12 -
Move d20 d12 d8 d4 -
Fumble Die n/a d4 d8 d12 +1 +1
None includes wizard’s robes with stars and moons, filthy rags, and two-slat loincloths Light includes Quilted, Cuir Bouilli, Leather, Gambeson, and Hide Medium includes Chain mail, Scaled mail, Lamellar, and Ring armor Heavy includes Plated Mail, Coat of Plates, Splint armor, Dendra panoply, Gothic plate, and Maximilian armor Shield includes round, kite, knight, buckler, targa, parma, rotella, and heater Helmet includes Corinthian, galea, great helms, bacinets, frog-mouth, pickelhaubes, and armets
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Burden 0 1 2 3 n/a 1
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Adventuring Gear Name 25m rope Bandolier Blowpipe Chalk Crowbar (Iron) Flask of Liquor Flask of Oil Grappling Hook Grimoire (Empty) Hand Mirror, Copper Lantern Leather Work Gloves Matches Manacles Pipe Provisions - Personal Provisions - Journey Quiver of Arrows/Bolts Shovel Spikes and Hammer Syringe Torches and Tinderbox
Use d4 d6 d10 d6 d4 d10 d6 d3 d10
Burden? Y
Y Y Y Y Y
Y Y (25) Y Y Y Y
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25m of rope Holds 1 person and their gear safely ( 100kg). The rope will break if it is put under heavier loads, impacts, or shearing (such as sawing it back and forth along a jagged lip) on an x-in-6 chance (the ”x” can is up to the Arbiter)
Hand Mirror, Copper Good for seeing around corners, and entirely anachronistic. Don’t worry about it. But if you want to use a mirror to petrify a medusa, you’ll need a higher quality mirror than this little dinky shit.
Bandolier You can carry 4 daggers and/or hand axes on a bandolier and it only counts as 1 Significant Item. You can’t wear more than 2 bandoliers.
Lantern Holds oil and burns it so you can see.
Blowpipe Useful for blowing powders into people’s noses. Witches and Knaves are fans (so are Pooka, but for different reasons)
Matches We can’t all be super cool wizards who light their pipes with a snap of the fingers. Provides a few Moments of light.
Chalk Like school back in the day, maybe you want to play hopscotch
Manacles For handcuffing people. Reasons vary.
Leather Work Glove Allows Spriggan to touch iron
Provisions - Personal The ”iron rations” of the old days. Food and water for one person
Crowbar Turns most doors from a question to ”can we open this door?” to ”how long will it take us to open this door?”
Provisions - Journey Enough food and water to feed 5-7 people and 1 mount for 1 Leg of a Journey (5-10 Days). Counts as 25 Significant Items (about 100kg).
Flask of Liquor Just a bunch of booze. Good for rousing people and making friends. If you drink it during a Breather, you can restore 1 Grit up to your [max] for each time you roll the Use - but you also get 1 point of Drunk if you fail a R✓: ♣VIG try.
Quiver Filled with arrows/bolts. Bows are useless without them.
Strongbows and
Shovel Camp-style shovel for digging latrines. Or graves.
Flask of Oil In a lantern, burns for 4 hours. As a Molotov cocktail, can be used as a Thrown weapon that has Burst. Oil burns for d4 damage for d4 Moments. Alternatively, can create a line of fire across a 3m hallway. Jumping over fire requires you to R⑳ using Move +♠DEX , and in the case of animals, a Morale check.
Pipe Useful for smoking things (pipeweed and narcotics). Base cost gets you a crappy corncob pipe - sweet wizard’s pipes are more expensive. Sorcerers, Witches, and (surprise!) Pooka are fans.
Grappling Hook A necessity for those hard to reach places
Spikes and Hammer Good for spiking doors shut or crucifixions. Hammer can’t hurt anyone unless it’s driving the spike into an eye or something.
Grimoire (empty) Holds 10 spells. Built to resist water and fire.
Syringe Jab narcotics or sera into someone. Leeches and Pooka are fans. Torches and Tinderbox Lasts 1 hour. If you drop torches, they continue to burn. Tinderbox included with set.
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Common Narcotics
Narcotics
Philosophers who know Chymistry can create brews, sera, powders, etc that are also narcotic
You can use a narcotic up to [max] times a Session. If you ”accidentally” take more than the [max] , you immediately Overdose.
The costs listed get you d4 Use of ”the stuff”. See the section on adding and splitting Use if you wish to buy multiple doses.
Addiction
d12 1 2 3 4 5 6 7 8 9 10
Every Session, check for addiction: (a) the first time you use the narcotic and (b) if you use the narcotic [max] number of times (or more!). Note that there are some narcotics with a [max] of 1 - this means you roll for Addiction twice. The Addiction roll is: Addiction R⑳ : ♥FOC + d20 + modifiers Don’t forget Mystics add their [lvl] to this roll.
11 12
Name Adonis Black Lotus Blackthroat Corpse Salt Dust Locus Pipeweed Smokes Twitch Weed of Hasheeshian Woad Yellow Opium
[max] 2 1 2 2 1 2 4 4 3 2 3 1
Adonis If you fail to R⑳ , you are addicted.
Pheromones emitted by decaying Orchidmen, harvested by virgins and mixed with olive oil. Makes you look and feel like a supermodel, so it’s supremely expensive. Rub the oil on your naked body and gain d6 Grit OR restore 1 Use of Presence (up to [max] ).
Once you’re addicted you must use the narcotic at the start of every Session. During a Vacation you must buy a full Use of the narcotic (but don’t add it to your inventory, you’ll use it all during your vacation). Additional Use of narcotics can be purchased on top of these before you go back out into the wilds, of course.
Recovery: you will always be haunted by your fallen beauty - your [max] Sanity is DC⇩.
If you run out of narcotics you are Sickened until you get the drug again. This can be mitigated by Leechcraft. The only way to cure Addiction is to take a Vacation and gain the help of Medicinals. When you recover from Addiction you will have the Complication listed under Recovery.
Black Lotus The dried petals of the Black Lotus, which grows near Chaos cracks and in the labs of magical experiments gone awry. Extremely illegal, very expensive, highly addictive. Chewing slowly (if it’s the good stuff) allows a Mystic to restore 1 Blood Pool .
Overdose Of you exceed the [max] listed for the narcotic, you may suffer an Overdose. R✓using your ♣VIG - if you Fail, you overdose. You are immediately afflicted as if you had imbibed a Gold (d12) Toxin
Recovery: the Lotus extracts a physical toll. Your [max] ♣VIG is DC⇩.
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Session. Sellswords can restore 1 Use of their Deed die. Recovery: Your confidence in battle takes a hit (no pun intended). Lose d6 Grit permanently.
Locus The waste product of the glass beetles of the Ultraviolet Grasslands, insufflated. Locus gives you extraordinary concentration. All ♥FOC rolls are +2 for the rest of the Session. Restore 1 Use of Awareness (up to [max] ). Recovery: Turns out the beetle dust does something to your kismet. Your [max] Talent is DC⇩.
Pipeweed A variety of weeds, harvested, cured, and smoked (in a pipe, of course). Choose 1 every time you smoke: (1) blow out beautiful smoke rings and waft them wherever you please; (2) scare away all Nearby mundane insects; (3) re-roll a failed attempt to recall something (Listen) or understand something (Lore); (4) gain +2 on any non-physical Skill R⑳ attempt. You can only perform 1 effect at a time. Recovery: Your teeth are badly stained and your breath smells.
Blackthroat A tar taken from the hulls of ships that sail between the isles of the Lost Cities; rubbed on the throat. You’re immune to any poison you might eat or drink (Overdosing doesn’t count!) for the rest of the Session. Restore 1 Use of Talent (up to [max] )
Smokes Most common and widely used narcotic, made from a single plant, harvested and cured, rolled in smokable paper and sold in bundles. If you smoke during a Breather, gain 1 Grit. Additionally, if you smoke when you are Hung Over, R✓: d6. If you succeed, the Hung Over effect ends.
Recovery: Creates black sores on the neck and throat - your voice is raspy and [max] Presence is DC⇩.
Corpse Salt
Recovery: Your teeth are badly stained and your breath smells.
A chemical distillation of putrefying human flesh, dried to a powder and insufflated. Adds the corpse’s wisdom to your own. All ♦INT rolls are +2 for the rest of the Session. Philosophers can reset their Knowledge penalty.
Twitch A liquid distilled from the brainstems of dead Pooka (allegedly). Injected; syringe required. +2 to ♠DEX tries, and you always win Init.
Recovery: Hard to remember whose memories are whose. Your [max] ♥FOC is DC⇩.
Recovery: yeah ... maybe there’s some truth to that Pooka thing? Your luck doesn’t seem to be the same. You take a -2 penalty on your Death rolls
Dust The dried blood of those wounded in battle, mixed with herbs and ground to a fine powder. Insufflated. All ♣VIG rolls are +2 for the rest of the
Weed of Hasheeshian Sticky, pungent herb that gives you a minor form 95
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Yellow Opium
of telepathy. You’re immune to Surprise (including The Drop) for the rest of the Session. Knaves and Pooka restore 1 Use of their Luck die.
The ”common” opium (there are rumored to be many more in the lands of Yoon Suin), sweet smelling, haunting blue smoke in the shape of ghosts when smoked. They whisper the truth of Māna-Yood-Sushāī to you. Restore 1 Use of Sanity (up to [max] ). Mystics restore 1 Use of Grace.
Recovery: A little slow on the uptake. You always lose the first Init roll when you enter Combat.
Woad Hallucinogenic blue paste rubbed on the face, bestows visions of the eternal battles of Valhalla, shield maidens urge you toward glory. If you are Dying, you gain +4 to your Fight R⑳ and Death rolls. The Woad is highly water soluble and needs to be reapplied after every Combat (presumably during a Breather) or if you get wet. You can only have 1 application of Woad on at a given time.
Recovery: Things are a little hazy now. Your [max] Awareness is DC⇩.
Recovery: You fear losing control again. You can’t use the Combat Maneuver : Rage without making an R✓: Sanity.
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Mount Morale
Transport
Mounts must pass a Morale check to enter dangerous situations (combat, entering a dungeon, jumping a chasm, etc). Random mounts have Cowardly morale; trained mounts (warhorses, etc.) have Orderly morale. If the morale check fails the mount will take no action (though if you want to flee on your mount, that’s allowed). If your mount fails a Morale check, you can roll a Skill:Travel check. If you succeed, they get another morale check. You can Bum Rush while mounted. If you or your mount take damage while mounted, you can make a Skill:Travel check and decide who takes the damage (you or the mount)
Henchmen Based on Arnold Kemp’s article∗
Loyalty Checks Mule: basic beast of burden, doesn’t panic easily. Can carry about 100kg (25 Significant Items)
A Loyalty Check works the same way as Monster Morale i.e. roll 2d6, if the number is greater than (but not equal to) the henchman’s Loyalty, they’ll refuse to do what you’re trying to coax them into doing. If you wish, you can roll your Presence Use and add it to the Henchman’s Loyalty, but a) you have to do it before you roll 2d6; b) it only counts for that Loyalty check; and c) if you roll a Failure (a 1 or a 2), the Henchman automatically refuses, and their Loyalty goes down by 1.
Horse: good for riding, tends to bolt when scared. Can carry about 200kg (50 Significant Items) Camel: never runs, generally an asshole, only found in desert terrain. Can carry about 250kg (62 Significant Items) Push cart: push around all your stuff, takes 2 hands to use. Can hold about 50kg worth of stuff (12 Significant Items)
Asking a hireling to take more risks than the rest of the party causes them to lose 1 Loyalty, regardless of whether or not they accept or refuse. Good treatment can make their Loyalty go up (to a maximum of 11). Poor treatment obviously can drop it.
Wagon: can’t go anywhere on its own. Depending on the size, can carry 100 - 400kg worth of gear and people (roll a d4 to see how big the one available might be). Needs appropriate number of mounts to pull it (100kg = 1 mule, 200kg = 2 mules or a horse, etc.)
If a henchmen ever hits 0 Loyalty, they’ll try to escape as soon as possible. Maybe with your stuff. Maybe they’ll try to kill you, too.
Rowboat: only available near civilizations with water. Same weight rules as wagons (100 - 400kg worth of gear and people).
Hirelings Hirelings will generally work for a set rate, usually 5 coins/day. If a fight breaks out, they run for cover. They’ll refuse to do anything overtly risky, but can be coaxed into doing something with minor risk with a Loyalty check. Overtly risky tasks might
∗ https://goblinpunch.blogspot.com/2020/04/dungeoncrawling-hirelings.html
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be being the first one down a hallway, or pulling an unmarked lever. Moderately risky tasks might standing watch in the hall while the party is in a room.
Mercenaries Mercenaries will work for a half share of money, or for 10 coins a day (whatever is highest). A mercenary will try to stay as close to the person who hired them as possible. They stand in the background when possible, but don’t generally shirk from combat.
Hirelings have a starting Loyalty of 3.
Linkboys Linkboys hold torches so you don’t have to. They only have a 1-in-6 chance of a torch going out if they should drop one for any reason, and they are able to light a torch using one action. Torches not included.
Mercenaries have a starting Loyalty of 7. They’ll have to check their Loyalty if they’re asked to do something overtly risky. In combat, they’ll need to check Loyalty a) when the first adventurer starts Dying; b) when half the adventurers are incapacitated; and c) if the person they’re attached to becomes incapacitated.
Porters Beefy numbskulls hired to carry your stuff. They can carry 10 Significant Items worth of gear.
Meatshield A Meatshield gives you +3 to your Fight R⑳ , but they don’t take a combat turn themselves. Any physical damage you would take you can put onto the Meatshield instead. Meatshields have 6 Flesh and 0 Grit, but you can give them Armor if you like.
Guides Guys who know how to get to somewhere specific. Useful if you’re Traveling off the beaten track. Guides are Skilled (d12+2) in Travel, but only to a specific location.
Trapsman
Cook
A trapsman can be coaxed into picking locks, removing traps, and scouting rooms. They have the Skilled (d12+2) in Tinkering. They give you a +1 to your Fight R⑳ , but they don’t take a combat turn themselves. Any physical damage you would take you can put onto the Trapsman instead. They have 4 Flesh, 4 Grit, and can’t wear any Armor.
Good to have on long journeys. If you ever need to roll your Party Provisions, the Cook is Skilled (d12+2) in Travel, but only when it comes to food.
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Cost The costs listed below are static - sometimes you might barter for a lower price, sometimes you get ripped off - but they tend to average out to the cost shown. Prices increase depending on the Settlement type (Gold settlements charge more for basic goods than Iron settlements), and certain equipment is generally only available in the appropriate Settlement or lower (Iron settlements only have what’s listed; Silver settlements have Iron and Silver gear; and Gold settlements have everything).
Armor, Heavy Armor, Helmet Armor, Light Armor, Medium Armor, Shield Gear, 25m Rope Gear, Bandolier Gear, Chalk Gear, Crowbar Gear, Flask of Oil Gear, Grappling Hook Gear, Grimoire (Empty) Gear, Hand Mirror (Copper) Gear, Lantern Gear, Leather Work Gloves Gear, Liquor Gear, Manacles Gear, Matches Gear, Pipe Gear, Provisions - Journey Gear, Provisions - Personal Gear, Quiver of Arrows Gear, Shovel Gear, Spikes and Hammer Gear, Spyglass Gear, Syringe Gear, Torches and Tinder Narcotic, Adonis Narcotic, Black Lotus Narcotic, Blackthroat Narcotic, Corpse Salt Narcotic, Dust
Small/Iron n/a 80 120 n/a n/a 5 n/a 3 10 n/a n/a n/a n/a 20 15 varies n/a 1 varies 200 25 25 20 15 n/a n/a 20 n/a n/a n/a n/a n/a
Medium/Silver n/a 10 15 200 75 1 10 1 2 5 15 n/a n/a 3 2 varies n/a 1 varies 25 4 4 3 2 n/a n/a 3 n/a n/a 25 n/a 25
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Large/Gold 100 2 2 25 10 1 2 1 1 1 2 50 5 1 varies 10 1 varies 4 1 1 1 1 25 15 1 50 25 4 25 4
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Narcotic, Locus Narcotic, Pipeweed Narcotic, Smokes Narcotic, Twitch Narcotic, Weed of Hasheeshian Narcotic, Woad Narcotic, Yellow Opium Transport, Camel Transport, Horse Transport, Mule Transport, Push Cart Transport, Rowboat Transport, Wagon Weapon, Bow Weapon, Club Weapon, Dagger Weapon, Hand Axe Weapon, Knave’s Sword Weapon, Longsword Weapon, Mace Weapon, Military Pick Weapon, Polearm Weapon, Quarterstaff Weapon, Shortsword Weapon, Sling Weapon, Spear Weapon, Strongbow Weapon, Two-Handed Sword Weapon, War Axe Weapon, Warhammer
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Small/Iron n/a 5 5 n/a 10 n/a n/a n/a n/a 75 75 200 n/a 50 5 20 30 n/a n/a n/a n/a n/a 10 n/a 5 10 n/a n/a n/a 100
Medium/Silver 25 1 1 25 2 10 n/a 40 400 10 10 25 400 7 1 3 4 n/a 40 35 30 n/a 2 30 1 2 50 n/a 60 13
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Large/Gold 4 1 1 4 1 2 25 5 50 2 2 4 50 1 1 1 1 10 5 5 4 10 1 4 1 1 7 15 8 2
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Miscellany
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Charmed
Effects
You treat the person who Charmed you like a good friend, and ignore the obvious spell they just cast on you.
Afraid If you are Afraid of something, you must R✓: Sanity when you approach or attack the object of your fear. Remember, if you fail a R✓: Sanity, you must roll on the Terrifying Tables
Concussed You automatically lose Init and any Skill or Saves rolls take a -4 penalty
If you damage the object of your Fear, the Fear is immediately dispelled
Deafened
If a Monster is a Afraid of something, it will try to run away. If left to its own devices it will hide in the adjacent room / area that is most safe and return when the duration is up. Monsters resist Fear with a morale check.
You can’t hear. You automatically fail Listen checks, Init rolls, and any other skills that require hearing.
Disgusted
Anathema
You fight through your feelings of revulsion or horror, but all R⑳ , R⧁ , or R✓have a -4 modifier as long as you are in the presence of the object of your disgust.
You cannot benefit from magical healing or be the target of helpful magic (note: Leechcraft isn’t magical healing). You automatically fail any Saves against Hexes, and you cannot gain Glory through Carousing.
Disarmed Can only affect things held in one hand (like 1h weapons). The item is ripped from your grasp and falls to the ground. It will take an Action to recover it.
Befuddled If you are Befuddled, you cannot tell any two creatures apart - everyone looks the same. Whenever you attack, you attack a random creature. When you cast a spell, you cast a random spell at a target picked randomly from all eligible ones. Whenever you try to run through a door, you run through a random door. The Arbiter should feel free to dictate additional effects as necessary.
Drunk You get a -1 on all R⑳ tries for every point of Drunk (up to a -4). When you Bivouac, roll a R✓: ♣VIG . If you fail, you are Hung Over at the end of the Bivouac.
Bleeding Enraged If you are Bleeding, you lose 1 Flesh every Moment. This doesn’t stack (i.e. you can’t Bleed for 2 damage every Moment).
You immediately attack whatever has afflicted you. While in a rage, you have +4 Fight modifier, deal +4 Damage, and are immune to Fear. While raging, you cannot do anything defensive, curative, tactical, or cooperate with your allies. If the object of your rage isn’t a living thing, you will destroy it any way you can. Spellcasting is impossible. You cannot stop fighting until you destroy the object or all Monsters are dead. If an Ally hurts you during your rage, they are considered a Monster.
Blinded You can’t see. You automatically fail R⑳ checks, Init rolls, and any other skills that require sight.
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Hung Over
Sickened
Roll a d4. 1) You are at -4 on all R⑳ tries; 2) You are Sickened; 3) You are Concussed; 4) You are Woozy. The effect lasts until it is a) removed by Leechcraft, or b) removed with an appropriate tonic (Chymistry) or narcotic, or c) you Bivouac, or d) you acquire enough point of Drunk to equal what you rolled on the d4.
You are overcome with nausea and being vomiting, dry-heaving, etc. You cannot Fight and can only Guard at a -4.
The Vapors You immediately pass out. Any damage will wake you up immediately, but any attacks against you bypass Grit, do maximum damage (Crit) and can only be blocked by Armor.
Invisible You cannot be seen as long as you don’t move. If you’re invisible, you can see other invisible objects.
Woozy
Knocked Out
You take a -4 penalty to every R⑳ and R⧁ attempt (including Fight and Guard)
You immediately drop Prone and drop any items you’re holding. Fight rolls against you hit automatically, bypass Grit, do maximum damage (Crit) and can only be blocked by Armor. If the effect is not Markovian, roll a R✓: ♣VIG at the top of each Moment; if you succeed, you awaken (but you are still Prone). Once you awaken, the effect ends.
Vision Dark Sight You can see in complete, utter darkness with no hindrance. If you have Dark Vision you take a -4 on tries and attacks involving sight, done in daylight (or similar levels), that are further away than Close.
Paralyzed You immediately grow rigid - you cannot move or act, even to defend yourself. Guard rolls automatically fail: the attack bypasses Grit, does maximum damage (Crit) and can only be blocked by Armor.
Day Vision
Prone
You see in daylight but take a -4 on tries and attacks in darkness for any test involving sight that is further away than Close.
If you are knocked Prone you must spend an action getting to your feet. While you are in a prone position you can continue to Fight and Guard at a -4 penalty
Low Light Vision You can see in normal daylight and in dim lit conditions like starlight with no hindrance. In darkness, however, you must roll -4 on tries and attacks involving sight that are further away than Nearby.
Shaken Synonymous with Disgusted, but usually occurs from something that terrifies you.
Shocked Immediately drop anything you’re holding. If you are shocked as the result of a Horror you have witnessed, your hair turns snow white.
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Terror
Terror, Horror, and Madness
d6 1 2 3 4 5 6
This is taken almost verbatim from ”Tales of the Grotesque and Dungeonesque” In Gothic literature, the experience of terror is frequently described as a soul-expanding experience of awe. When one feels terror, one’s mind is elevated to a new understanding of the world’s terrifying possibilities; possibilities that were once repressed by the rational mind now threaten to undue the psyche’s defenses. As such, terror is generally an inward experience; it is centered on psychological interiority, the ways in which a sense of self is located in relation to the outside world, and the realization of our inconsequential smallness in the face of something unthinkable.
Result Shaken Woozy The Vapors Afraid Paralyzed Madness!
Horror d6 1 2 3 4 5 6
In many ways, the experience of horror is the opposite of the experience of terror; feelings of horror are soul-shrinking impressions of disgust or revulsion. When one feels horror, one’s mind contracts and attempts to shut out the horrifying possibilities of what you’ve just experienced or attempts to repress the horrible implications of what you’ve just witnessed. In Gothic literature, objects that inspire horror are generally exterior to the sense of self; they are more visceral than actively psychological.
Result Disgusted Shocked Sickened Afraid Enraged Madness!
Madness! d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Terrifying Tables Depending on whether the character is affected by Terror or Horror, roll on the appropriate table below. If they roll a 6 (Madness!), roll a d20 on the Madness chart. Any effects other than Madness lasts until you Bivouac. Madness can only be cured by a Leech during a Vacation, or by a wisewoman or doctor in a Sanitarium.
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Result The Needle Melancholy Darkfear Whisper of the Rapture Amnesia Occult Obsession Gluttony Occult Obsession Foolhardiness Blind Fury Shot Nerves Odious Quirk Night Terrors Fanaticism Hallucinations Starvation Beaten Split Personality The Voices True Madness
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You are stuck with a permanent fear of the dark. You cannot sleep in darkness; you must have a burning candle or lamp by your side or you do not gain any of the benefits associated with a Bivouac. Additionally, whenever you are in a dark environment you take an additional -4 modifier to any R⑳ or R⧁ tries
Fanaticism Your madness have given you the irrational belief that religious faith will protect you from your fear. All of your extra income must be spent tithing to a religious institution (you earn no Glory for money spent in this way)
Foolhardiness Your continued survival in the face of the unnatural has given you the irrational belief that you are invincible. You cannot retreat or withdraw from dangerous situations by any means.
Gluttony You are overcome by the irrational belief that if you consume you will not be consumed by your fear. You refuse to wear armor since it’s ”binding”. If you Bivouac, roll your Personal Provisions 3 times. If you take a Vacation, your costs are increased by x3 coins (you don’t receive Glory for this extra money)
Amnesia You forget your name, history, and background - including how to do the things detailed in your Trope, Species, or Flavor. Put another way, you have lost the abilities that distinguish you from a peasant (though the numbers on your character sheet don’t change).
Hallucinations Unreliable senses; the Arbiter will give you false descriptions of things if you are ever alone (without your allies to guide you). Since you are always doubting your senses, you are always Surprised on the first round of Combat.
Beaten Melancholy
Your madness has left you periodically deaf and dumb to the world around you as you retreat within yourself to escape your fear. Your Grit is 0 while under the effects of this madness and can’t be healed, and you always lose Init.
You are consumed by depression and ennui. You take a -2 penalty on all R⑳ and R⧁ tries.
The Needle Only narcotics will stave off the gnawing terror. Roll a d12 on the Narcotics table - you are Addicted to that substance.
Blind Fury Your fear finds vent in violent rages and an uncontrollable temper. If provoked, you must roll R✓: ♥FOC . If you fail you immediately become Enraged and execute a Bum Rush against your provoker.
Night Terrors You are unable to Bivouac unless you roll a R✓: Sanity. Note that if you fail, it forces a roll on Terrifying Tablesmisc-terrifying-tables
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Occult Obsession
Starvation
You are overcome with the irrational belief that if you master the occult you can master your fear. All of your extra income must be spent pursuing occult tomes and private instruction (you earn no Glory for money spent in this way)
Your madness has inspired the irrational belief that if you deny yourself food you can deny the extent of your fear. Whenever you Bivouac, roll a R✓: ♥FOC . If you fail you are unable to consume your Personal Provisions (and thus get no benefit for resting). If you Vacation while under the effect of this Madness, you start your next adventure with a maximum Flesh of 1.
Odious Quirks Your madness manifests itself as disturbing personality quirks such as talking to yourself, laughing like a maniac, saying and doing inappropriate things, etc. Your [max] Presence is DC⇩x2
True Madness Your madness is pervasive; roll twice on the Madness Effects Table and take both results. If the extent of your mental trauma is discovered, you run the risk of being institutionalized.
Phobia You are terrified of whatever thing or class of things caused this insanity. When you encounter this trigger, you are Afraid for Minutes
The Voices You are continually distracted by a number of voices that only you can hear. Whenever you roll Init, roll a R✓: ♥FOC . If you fail you are Befuddled for the rest of Combat. You fail all Listen skill rolls.
Shot Nerves Your madness has weakened your already fragile mental state. Whenever you enter Combat or a stressful situation (determined by the Arbiter), roll a R✓: ♦INT . If you fail you can only stand gawping in horror for the rest of Combat. You cannot Fight or Guard, but you can be pulled / moved by allies.
Whisper of the Rapture You are stuck with a permanent fear of enclosed spaces, tight fits, and premature burial. Whenever you find yourself in these circumstances suffer a -8 on all R⑳ and R⧁ tries
Split Personality Roll up a new level 1 character that uses your current physical stats (♣VIG and ♠DEX ), but new mental stats (♦INT and ♥FOC ). The class must be different from your current one. Each session, alternate between these two characters, each one tracking Glory separately.
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Arcana
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Magic in the Totality Mortal Magic
Fae Magic
Mortals are marked by the sign of Kib, and blessed with a soul (the noumenon, the ”thing in itself”). The existence of this soul means you are Hallowed, one of the chosen members of the sacred Tribes of Māna-Yood-Sushāī . All Hallowed things stand in opposition to Magic, a phenomenon whose rules are bound in Chaos rather than Order. Only through the manipulation of the Four Cruces are the Hallowed able to understand the Arcana denied to them by the Sign of Kib.
The Unseelie races are phenomenal - they lack a definable essence, since they are born of Magic and Chaos (though they stand outside of it in the same way a fish swimming in a stream is both a part of and separate from the water). The Unseelie exist so long as Magic exists. They are unmarked by Māna-Yood-Sushāī (like familiars, constructs, and the undead), and thus stand in opposition to Mortals. For this reason they are considered Unhallowed. Through the Gift of Grace, Mortals can banish the Unhallowed from their midst.
The Four Cruces
The Eight Paradigms
Blood
The Arcana are divided into 8 Paradigms
The Crux of Blood allows Mortals to shape Magic in its raw form, the hand shaping the clay into a vessel. Blood allows Mortals to practice Wizardry.
Biomancy Magic that affects or utilizes biological components Death Magic that affects and interacts with the dead (Necromancy) Elements The basic 4 (air, fire, earth, water) as well as other ”elemental” forces (acid, lightning, etc.) Entropy Chaos and disorder; making things more chaotic or removing chaos from a system Force Raw magical power that affects the material world in some way Grace The power of Māna-Yood-Sushāī Mind Magic that affects the mind, including illusions and enchantments Prophesy Predicting the future, divining the present, unearthing the past
Faith The Crux of Faith is the conduit to the Small Gods, the kitestring of the kite that rides the winds of heaven. Faith allows Mortals to perform Liturgies.
Knowledge The Crux of Knowledge are the nourishing fruits of the Tree of Ygg, the fuel of the fire of Mortality. Knowledge opens the door to Leechcraft.
Mojo The Crux of Mojo is the yielding to Magic to both wield and be wielded by its Arcana, like yielding to a lover’s embrace. Mojo allows Mortals to affect reality directly, including cheating death through Necromancy
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Mechanics Duration
Abbreviations [dice] spell [sum] the spell
The number of dice used to cast the
Markovian
The sum of the dice used in casting
Markovian spells take effect immediately, but have a random duration depending on the number of dice [dice] invested in the casting: [dice] 1 2 3 4 5 6+
A modifier to the roll you make. Can be positive or negative. The Duration of the spell - a length of time (Combat, [sum] Minutes, Session, etc); Concentration; or Markovian)
Duration d4 d6 d8 d10 d12 d16
The length of time it takes you to perform a spell or ability. Default is 1 Maneuver
At the top of the Moment, roll an R✓with the appropriate die. If you fail (a 1 or a 2), the Markovian effect ends. If you succeed, the die moves DC⇩
The number and type of coins worth of materials required for the spell, ritual, etc. If the type of coin isn’t specified (iron, silver, or gold) it will be the coin appropriate for the Civilization (small, medium, or large)
Concentration Some Arcana require Concentration to maintain. Concentration is broken if: (a) the target moves out of range or line of sight, or (b) the adventurer maintaining the Concentration is distracted. Distraction is at the Arbiter’s discretion - taking damage, being affected by the environment or by a spell, getting knocked over, etc. The adventurer maintaining the Concentration can walk slowly and still Concentrate, but cannot run. They can whisper but not speak or yell. The adventurer can voluntarily end a Concentration arcana at any time.
◎ Who or what you can target, and how far away If the spell can be countered by another spell (and if so, what spell counters it). The Paradigm of the spell - what kinds of spell it is
Other A duration of Combat indicates a spell or effect that will end at the end of Combat, before you take a Breather.
If the spell or effect is reversible (that is, if an opposite version of the spell might be cast i.e. Heal vs. Harm, etc)
A duration of [sum] Minutes indicates a spell or effect that will last a number of real world minutes as shown on the di(c)e. The Arbiter should use a stopwatch or clock to measure the passage of time. The adventurer can ask how many minutes are left at any time and get an answer, but the Arbiter is under no obligation to volunteer how much time remains if she doesn’t want to.
Any Keyword(s) associated with the spell
Whether or not a victim gets a Save vs. Hexes (Yes or No). The result of a successful Save will be in the spell’s description
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A duration of Session means the spell lasts for the entire Session. It will need to be recast at the start of the next Session if you want the effect to continue.
Keywords Contested Contested spells are a R⧁ between the spell caster and a Monster. The caster’s R⧁ is their Primary Stat ( ♦INT for Philosophers, ♥FOC for Mystics, and Awareness for Spriggan). The target’s R⧁ will be defined in the spell. The Wizardry arcanum Battering Beam is a R⧁ between the Philospher’s ♦INT and the target’s ♣VIG with a -[dice] penalty. The Philosopher will R⧁ : ♦INT + [lvl] (since Philosophers add their level to any ♦INT rolls), and the victim will need to R⧁ : ♣VIG - [dice] , plus any other modifiers.
Hammerspace ”... a fan-envisioned extradimensional, instantly accessible storage area in fiction, which is used to explain how animated, comic, and game characters can produce objects out of thin air.”
Splittable Spells that can be split can have their dice split up among up to [dice] targets. Each target resolves the effect of the dice on them separately, but the [dice] are pooled when considering Mishaps, Calamities, and Ruin.
Arcana that make use of Hammerspace allow you to place objects in an ”out of game” area until they can be retrieved. Hammerspace objects can’t be stolen, used, or obtained by others - but certain other arcana can tell unsavories whether or not you have things stored in Hammerspace. You can’t put one Hammerspace object in another (they repel like magnets). Objects in Hammerspace immediately return to reality when you die. No one is really 100% on how long a living thing can survive in Hammerspace.
The Wizardry arcanum Charm is Splittable and allows you to ”...[e]nsorcel one or more Monsters whose HD are less than or equal to [dice] ”. If you had a pool of 4 Blood Dice, you could use 3 [dice] on 1 Monster and 2 on another, 1 [die] on 4 Monsters, etc. with the additional requirement that the [dice] used on the Monster is equal to or greater than their HD
Purge When something is ”purged”, it removes permanent effects in addition to temporary effects. For example, the Remedy of Bonesetting purges a nonserious Physical wound.
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Aphrodite’s Sigh
Charms
By means of this Charm you can create a ghostly moaning sound that appears to come from somewhere Nearby. The moan is not loud nor can it quite cause fear, but any that hear it will know of it’s ”unnatural” nature.
You can perform Charms at will. Casting a Charm takes Moments. In Combat, invoking a Charm is a Combat Maneuver.
Candlelight This Charm creates a small mote of light roughly equal to candle light that hovers near your head. The Charm is typically used for reading or lighting a small area (half a cubic meter). This charm cannot be cast into someone’s eyes. The light is dim enough that it’s not particularly useful for lighting dark passages unless that passage is very well known (such as the your own home).
Creature Comforts You can raise or lower the temperature of any nonliving material a few degrees, enough to warm or cool food or drinks or a room. The temperature cannot be raised to a degree where it would injure anyone.
Dowsing Using a forked wand of hazelwood, you can sense the direction of a substantial body of potable water. It ignores ”insignificant” amounts of water, as found in a waterskin or barrel. The Charm doesn’t tell you how hard it might be to get to the water.
Fastening This Charm allows you to close one door or window that is not locked or otherwise barred. This will not lock the door or window unless by the action of closing it naturally becomes locked.
Flame of Vesta You may change a fire into one of black flame, so that it casts no light but still provides heat. You can affect a normal fire up to the size of a campfire. Furthermore, the flames do not burn, though they are uncomfortable to the touch.
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you.
Jinx
Sweet Dreams
You can perform a minor hex by tracing a five pointed star in the air with your forefinger. The hex can affect something Nearby or closer. These hexes can be severing a rope, shattering a pane of glass, spoiling a piece of food, or some other small act of malice. Note that these hexes will not work if there is a Pooka nearby
This Charm allows you to make a willing creature fall asleep. The Charm won’t work if used against an unwilling subject. You can cast this Charm on yourself, but this will be the last thing you do that day. If used on a subject who is already asleep, you can breathe in their ear and control what dreams they have the following night. No matter how unpleasant the dreams, this cannot prevent the victim from getting a full night’s rest on its own, but it can affect their mood.
Levitate You may use this Charm to lift an object via magic alone. The object needs to be non-living and weigh less than 1kg. The object will remain floating in mid-air for up to 1 Hour as long as you are paying at least some attention to it. If you are distracted at all, say in Combat or casting another spell (including another Charm) then the object drops.
Third Eye By holding or touching an inanimate object and concentrating for Minutes, you can detect whether or not something is magical in nature, or if something can ”hold” an enchantment (including staves, swords, and holy relics).
Matchstick When you drag your forefinger along a rough surface and says the name of Buer, your fingertip combusts like a giant phosphorus match. It burns for a Moment and does not hurt you in any way.
Alternately, you can use this charm to ”see” any Nearby concealed objects, like secret doors and hidden compartments. The Charm doesn’t detect invisible or magically concealed objects.
Message
Tidy
You can send a brief message, no more than a dozen words, to a person you know. This person can be any distance away, but they have to be able to understand the language of the message you’re sending.
This Charm can be used to clean a single object. The object can be anything: clothing, armor, weapons or even a area of a home. Unlike other Charms this one can be cast on a willing living participant. Casting Tidy on yourself will make you appear as if you had recently bathed and donned fresh clothing. This Charm can clean 1 cubic meter of space or an area 3m x 3m.
Puff of Air This Charm creates a small puff of air; enough to blow away dust from objects or to put out a candle, but not enough to put out a torch or lantern. The puff can move very light items as would a puff of air blown from natural means. This charm can be used to blow dirt from an item or area 1m by 1m.
Alternately, you can fix minor wear and tear in nonliving and non-metal apparel as if you were using a needle and thread. The amount of material mended cannot exceed 1 cubic meter. You cannot fix a dented piece of armor or sharpen a sword, but you could fix a pane of glass if all the pieces are present, or reattach a broken strap of a backpack
Spice
Finally, you can use this Charm to ”freshen” one object up to 1 cubic meter. Typical uses are removing the wrinkles in a garment; brightening the color of some non-living object; making bland food more
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favorable; or polishing metal or glass. All these effects are considered to be a minor illusion. This Charm can’t make poisoned or spoiled food edible.
Unbolting This Charm allows you to open one door, window, chest or other item that is not locked or otherwise barred.
Turkish Delight
Watchdog
You can create a single piece of food or drink, such as a Turkish delight, a piece of fruit, or glass of wine. It is exquisitely delicious and provides no nourishment whatsoever. If not eaten within Minutes, it dissolves into black smoke. You can apply a Toxin to this food if you have one.
You can place an area of alarm around yourself. Any creature larger than a cat that comes Close or Nearby to you sets off a mental alarm that will wake you up from non-magical sleep. You will not know what has entered the circle, but you will know something has, and the the general direction.
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The Obliterated
The Forgotten
You can summon one of the Obliterated to spy, fight, or distract on your behalf. You can do this a number of times equal to your Sovereignty before you must rest. The type of Obliterated you can summon depends on which Anamnesis you know (Beasts, Elements, or Damned). The Obliterated use your Awareness Use to Fight and Guard; if they are reduced to 0 Health, or if your Awareness is exhausted, they immediately adjourn. The Obliterated appear as spectral and indeterminate forms; they appears to always be shifting in appearance, and exude a ghostly and ethereal mist or smoke (they clearly do not look normal!)
Four Gods wait on the windowsill Where once eight Gods did war and will, And if the gods themselves may die, What does that say for you and I? ∼ On the Rainslick Precipice of Darkness Three aspects allow you to control the Forgotten: Remembrance, Sovereignty, and Potential: • Remembrance allows you to recall the name of one of the Abandoned, and call them forth from the abyss to do your bidding. • Sovereignty dictates how many times you can summon one of the Obliterated before you have to rest. It also governs how many Abandoned you can have summoned at any given time. • Potential is the power of the Forgotten (Abandoned and Obliterated) under your control The Forgotten will obey you and only you (though some Demons or Abandoned may try to twist your words or intent), but if you are Knocked Out, catch the Vapors, or are otherwise incapacitated, effects may vary (Arbiter’s choice) ... The Forgotten do not speak Acheron - knowledge of their ”native” language (Archaic, Seraphic, or Fiendish) is necessary to command them. You may not summon a creature whose language you cannot speak.
Anamnesis of the Beasts Choosing this Virtue allows you to summon a phantom animal to assist you. The beast will remain under your control for as long as you maintain Concentration, or until Days have elapsed. This beast can be a mundane sort, or it can be a Zoological Monster (see below). Beasts only understand Archaic. Mundane Beasts: The creature will respond to your mental commands, provided they are Close or Nearby to you. They can follow simple instructions (”get the key on the desk”, ”chew through these ropes”, ”spy on that man”) but not more complex ones (”pick the lock”). The beast cannot speak. It can be sent on missions a number of kilometers away equal to your Potential. You can see what
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they see and hear what they hear for as long as you Concentrate. If they take any damage, or if you stop concentrating, they will immediately Adjourn (disappear).
Anamnesis of the Elements Choosing this Virtue allows you to parlay with an elemental creature to assist you. The elemental will remain under your control for as long as you maintain Concentration, or until Hours have elapsed. This elemental can be a ”mundane” sort (an Imp), or it can be a Lesser or Greater Elemental (see below). Elementals only understand Seraphic.
Monstrous Beasts: In addition to animals of a mundane sort, you can also summon a Zoological creature(s) whose combined HD do not exceed your Potential (if your Potential were 3, for example, you could summon 3 1 HD beasts, or 1 3 HD beast, etc). These creatures will fight on your behalf for as long as you maintain Concentration. The beasts use your Awareness Use to Fight and Guard; if they are reduced to 0 Health, or if your Awareness is exhausted, they immediately Adjourn. Beast Swarm Giant Toad Troglodyte Giant Spider Lizard Man Giant Lizard Dire Wolf Giant Ant Toad Man Giant Centipede White Ape Giant Snake Giant Beetle Pteranodon Cave Bear Salamander Triceratops Sabertooth Tiger Allosaurus Plesiosaurus Tyrannosaurus Rex
Imps: The Imp will respond to your mental commands, provided they are Close or Nearby to you. The Imp is an elemental of a single type (fire, water, smoke, etc) and can take any form you wish, but it can’t have a total size in meters greater than your Potential (for instance, if your Potential were 2, it could not be more than 2 meters tall or 2 meters wide). Imps can’t cause any damage directly, though they can affect the environment appropriate to its type. For instance, you could summon a Fire Imp to run into a room to set something alight, or summon a Smoke Imp to stand in a doorway and hide something. It can follow simple instructions (”jump into the hay (Fire)”, ”douse the fire (Water)”, ”blow out the torches (Air)”) but not more complex ones (”burn the book the lich is carrying”). The Imp cannot speak. The Imp can’t move further than Far Away from you. Unlike Beasts, you cannot see what they see or hear what they hear (they make terrible spies). If they take any damage, or if you stop concentrating, they will immediately Adjourn (disappear).
Potential * (varies) 1 1 2 2 3 3 3 3 4 4 4 5 5 5 5 6 6 6 7 8
Elementals: In addition to Imps, you can also summon Lesser or Greater elementals whose combined HD do not exceed your Potential. The elemental will fight on your behalf for as long as you maintain Concentration. The elementals use your Awareness Use to Fight and Guard; if they are reduced to 0 Health, or if your Awareness is exhausted, they immediately Adjourn. Elemental Lesser Greater
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Anamnesis of the Damned
The Abandoned
Choosing this Virtue allows you to wrest a Demon from the depths of Hell to obey you. The Demon will remain under your control for as long as you maintain Concentration, or until Minutes have elapsed. This Demon can be a ”mundane” sort (a Gremlin), or it can be a Demonic monster (see below). Demons only understand Fiendish. All Demons are Unhallowed.
In order to summon the Abandoned, you call them forth using their True Name - represented by your Remembrance. Remembrance is either bound or unbound. You can use an unbound Remembrance to recall the name of any Abandoned (essentially, tell the Arbiter the name of the Abandoned you wish to call forth when you’re ready to summon them). From then on, that point of Remembrance is now bound to that Abandoned, and you can only use it to summon that specific Abandoned. You can add additional unbound Remembrance points when you gain levels; alternately, the Arbiter may place the True Names of various Abandoned as treasure in the game. Learning the True Name of one of the Abandoned from treasure in this way counts as a ”bound” Remembrance.
Gremlins: Gremlins can be summoned somewhere Close or Nearby to you. Gremlins can only cause havoc and chaos; you can partially guide them, but generally they are under the control of the Arbiter. When they are summoned they immediately run in different directions (but won’t move further than Far-Away from you) and cause as many problems as they possibly can - unbuckle belts, set things on fire, cut ropes, smash pottery, scream and kick in the middle of the floor, etc. They may or may not follow instructions (Arbiter’s discretion. If you’re stuck, roll a die and have them react randomly). You can see what they see and hear what they hear, but it’s generally unpleasant to do so. You summon a number of Gremlins equal to your Potential. If they take any damage, or if you stop concentrating, they will immediately Adjourn (disappear).
Any attacks against the Abandoned automatically succeed. They can take up to your Potential x 5 points of damage before they Adjourn (so if you had 3 Potential, they would be able to take 15 points of damage). If an Abandoned adjourns for any reason during a Session, it will not return until the next Session. You can have a number of Abandoned summoned equal to your Sovereignty at any time, but be warned - Abandoned are fickle and proud spirits, and may not cooperate with other Abandoned.
Devils: In addition to Gremlins, you can summon various types of Devils whose combined HD do not exceed your Potential (if your Potential were 3, for example, you could summon 3 1 HD Dretch, or 1 3 HD Vrock, etc). These Devils take no damage from iron weapons or from spells not of the Entropy paradigm. Seeing a Devil prompts a Sanity check (including for Allies!). See the Bestiary for further information on Demons. Demon Dretch Vrock Slaad Naga Balor
Unless otherwise noted, Abandoned will not Adjourn until the end of the Session unless they can be somehow convinced to do so (or if they take enough damage to force them to Adjourn). The Abandoned have memory and personalities, and won’t take kindly to being forced to Adjourn by ”killing” them!
Potential 1 3 5 7 9
Below are the 12 Archons, Seraphs, and Fiends who can be summoned via their true name. This is by no means a complete list - feel free to work with an Arbiter to create different Abandoned. Archons speak Archaic; Seraphs speak Seraphic; and Fiends speak Fiendish.
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Anyone who licks Bufo must make a Sanity check; if they succeed, they can invoke one of the following effects:
Ed: Lots of influence from Skerple’s mind-blowing GLOG Homebrew v.2
they can restore all Intangible Stats to their [max] they can heal their Flesh fully, or they can heal their Grit fully
The Archons Big Mac, ”Good Time Guy” Big Mac crashes through a window or door and drunkenly hugs the first person he sees. He appears as a portly robed monk with a tankard of beer and a rosy complexion. He is totally smashed and very happy.
Bufo doesn’t like being licked. There is a cumulative 1 in 6 chance that anyone who that licks him will gain no positive effect (i.,e. on the second lick, there is a 2-in-6 chance it will have no positive effect, a 3rd 3-in-6, etc). Once this number hits 6in-6, no further beneficial effects can occur for the remainder of the Session.
Unless Big Mac is at a party (at minimum, drinks and 2 happy people) he will leave the way he came in with an ”Irish goodbye” (adjourning). If there’s a party, he will continue to drink from his tankard (which never gets empty), tell tall tales, reminisce, propose mad schemes, sing songs in all languages, provide terrible advice, and sometimes throw up. He cheers up any low-class social event and scandalizes anyone tasteful. Big Mac can find a number of items equal to your Potential for you, provided they are party related. Examples: more beer, a safe place to crash, a person of negotiable virtue, Pooka, narcotics, musicians. He can remove Toxins or Drunkenness from a number of people equal to your Potential.
Objects swallowed by Bufo enter Hammerspace until he adjourns, when he will spit them back out. He’ll only swallow things that look delicious (but he’s easily tricked). The object swallowed can’t be bigger than he is.
Gemma, Translator of Mysteries A thin, tired woman with wiry hair appears wherever you’re not looking. Gemma can speak and translate any language (living or dead), and will translate for you in real time. Gemma won’t speak or translate blasphemies (which are basically things written in Fiendish or Seraph). If Gemma is reading by the light of the sun, she’ll prepare a full allegorical and contextual translation. She can’t (or refuses to) write. While Gemma is Close to you, you can’t be Befuddled (and ends any Befuddled effect on you if applicable).
Bon Chapeau, Hat of Marvels Bon Chapeau enters with a burst of light on a target’s head up to a distance of Far Away. It appears a magnificent hat, crown, turban, etc. depending on how Bon Chapeau is feeling that day (but it will always match the wearer’s garments).
István, the Lost
If the wearer is under the effect of a Mind spell when the hat appears on their head, the spell is immediately broken. If someone attempts to cast a Mind spell against the wearer, the spell rebounds on the caster.
A tired, middle-aged man with blue eyes shuffles in politely. Anyone who talks to István will give him directions to any place you name. Directions given will be to the best of the person’s knowledge, and can include the location of treasure, traps, hazards, patrols, etc. etc. Ask a peasant how to get to the moon and he’ll shrug and suggest a mountain; ask the Grand Archmage of the Isle of Carcosa and you might get a very different answer.
The hat can hear the wearer’s thoughts, and will tell them to you if asked. It can also judge fashion shows and tell you if an article of clothing is a knock off or not.
Judyth, the Tiebreaker
Bufo, the Lickable Toad
Judyth is a floating stone sphere about bowling ball sized, carved in the shape of a human head. She floats down from the ceiling and speaks with a decisive, stern voice. If two objects, items, ideas, or
A fat green toad the size of a housecat hops in. He has yellow eyes and many warts, and speaks in a booming croak.
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issues are presented to Judyth (along with some criteria for judging) she will judge their merits. For example, you could ask ”Which of these gems is most valuable?”, ”Which of my friends loves me most?” or ”Which of these two mushrooms is tastes better?” Judyth can’t answer questions that aren’t local and immediate: ”Which country will win the war?” or ”Which hallway did the thief run down?” aren’t allowed, for example. If Judyth is presented with a paradox, she will immediately adjourn in a logic bomb that deals your Potential x 3 damage to everyone Close (Save for half).
thing. If you want, you can direct any physical attack against you to Randy instead. If you have more than 3 Potential, Randy’s efforts are accompanied by appropriately dismal music. Randy insists on an honorific i.e. ”Randy the Magnificent”, ”Randy the Stupendous”, etc. but no one ever calls him that.
Smök, the Grey Messenger Smök seeps in through cracks in the floor and ceiling, appearing as a grey flag flapping in the wind. You can give Smök a message containing a number of words up to your Potential or an object smaller than an apple - the apple or message will vanish, and Smök will move as quickly as an arrow (325km/h), to bring the item to location or person you designate. If Smök can’t reach the target by the end of the Session, it will drop the item somewhere along the quickest path.
Mikhael, the Justifier A middle-aged, completely bland man enters with a shuffle. You can’t really describe him further than that; his appearance seems to be easily forgotten. In a low and soothing voice. Mikhael will assist anyone in justifying any plan (or crime). People who talk to Mikhael are freed of any guilt or doubt. Mikhael has no secret knowledge, but hints vaguely at schemes by people in power (kings, religious leaders, etc).
VVulf, Trapfinder The sound of a trap springing shut echoes through the room, and a starving 3-legged wolf appears before you, fur matted with blood. VVulf can detect any traps Nearby until he adjourns. Zoological animals feel affinity with VVulf - provided combat has not been initiated, the Monster will not attack if they fail a Morale check. VVulf is able to talk to mundane animals and ask simple questions (and receive basic answers). VVulf immediately adjourns if anyone Nearby exhibits cruelty towards an animal.
Any arrows or projectiles aimed at Mikhael or anyone Close to him automatically miss (whether they are Allies or Monsters)
Mon Signor, the Deliverer A bellboy comes running in with a patter of feet. He hands you a package that contains d6 Use of Provisions, waits for a tip (doesn’t always get one), and then runs off - immediately adjourning. The Provisions are always weird - a little too warm, a little too salty, a little too spicy, etc. You can hand Mon Signor any item and it will be returned to you the next time he is summoned as if no time has passed (this item exists outside of Hammerspace, and can be the size of a human body)
Weeble, the Wobbling Stone A stone egg of a rotund, happy man with a cheerful grin appears in your hand.Anyone holding Weeble cannot be knocked Prone or Stunned. If you would fall into a pit or off a cliff, Weeble wobbles you back to safety at the last possible moment - but Weeble can’t help you if the bridge collapses or your boat explodes or what-have-you. If you had Weeble to any liquid (soup, wine, etc) it will neutralize any Toxins inside.
Randy. Just Randy A pop, a short scream, and Randy falls down from the ceiling. He is an acned teenage human with brown hair and a torn blue robe. Randy was once a wizard’s apprentice; a botched spell trapped him in a pocket dimension where he lives on, immortal and extremely confused. He is perpetually being dragged into combat, danger, dismemberment, and extremely awkward situations.
The Fiends Al Ana, the Slaughtercaller A red stone carved with a snarling tiger biting its own tail appears with a sizzle in your hand. All weapon damage dealt within a Close or Nearby radius of Al Ana is doubled (from Allies and Mon-
Randy will sort-of obey you for the Session, but he is only an immortal teenager. He’s awful at every-
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Doppel, the Mirror
sters). If you throw Al Ana using your ♠DEX , it will deal your Potential in damage (i.e. if your Potential is 4, it will deal 4 damage on a successful hit) and return to your hand at the bottom of the Moment. Al Ana growls before ambushes, making you immune to Surprise.
An identical duplicate (save for some subtle detail, like a different eye color) of you steps from your shadow. Doppel will act as directed by you, including very complex tasks (though Doppel can’t improvise). Doppel can’t deal damage or cast spells, but can invoke minor Illusions to make it appear that it can. Doppel is unable to speak.
Ben Sidhe, Singer of Death A spectral woman with long, streaming hair boils up from the floor in a white mist. She wears a grey cloak over a green dress, and her eyes are red from weeping. She immediately begins wailing. All creatures Nearby (except you) take your Potential in damage. The damage increases by +1 and repeats at the top of each Moment after the first until a Save vs. Doom is made. Ben Sidhe cannot be silenced and will not stop weeping until she adjourns. She will always remain Close to you.
Gitgud, the Taunter A skinny monkey in torn robes appears with a low whistle. Gitgud has a toothy, sneering grin and tiny red eyes. Gitgud will taunt any target you tell it to with capers, jeers, wails, and jokes. He is really distracting and annoying. The target must Save vs Doom or immediately attack Gitgud, who will run away to taunt from a safe distance. He can climb and perform simple tasks with a monkey’s patience and skill.
Diviseré, the Universal Chisel
Grendel, the Helping Hand
A simple iron chisel with a wooden handle appears in your hand. Diviseré can separate any two layers. You could separate skin from muscle, gold foil from wood, rust from iron, or the bark from a tree. You can’t separate things that are not fused, so Diviseré couldn’t chisel the armor off a warrior or the nose off a statue (at least, not any more than a normal chisel could). Diviseré can separate things joined by Brahe’s Efficacious Sealant. Diviseré can’t speak
A blue-green arm and hand drops from the sky with a wet thud. The arm can be stuck to flesh and acts as an extra limb. On a willing target, Grendel grants an additional Unarmed attack each Moment that deals your Potential in damage ([max] 6). Use the target’s ♥FOC instead of ♣VIG or ♠DEX when they make their Fight roll. It can carry a shield or a lantern, or assist with climbing or swimming (+2 to the roll), but cannot wield a weapon. If attached to an unwilling creature, Grendel will punch them in the nearest vulnerable spot, deals your Potential in damage ([max] 6). The arm detaches with a pop; it can be stuck to a number of creatures equal to your Potential every Session.
Grimalkin, Ruler of the Weak A purring grey cat with yellow eyes comes curling out from the shadows between your legs. Grimalkin is an asshole; she’ll ignore what your asking her, get into trouble, and generally be a nuisance. However, she can also do the following: Eat a Curse (see Hekaphage); Turn any die roll that hits the table into a natural 1; Knock a single die off the (real world) table. The roller gets a re-roll. She can perform any of those abilities a number
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of times equal to your Potential, at which point she adjourns.
age equal to your Potential; regardless of the range of the striker, Nyumbu will immediately adjourn if struck, dropping what it was carrying (and potentially yourself) onto the ground.
Lucertola, the Taster A sleek yellow lizard with a bright blue tongue appears around your neck. Lucertola can taste the air and tell you about the source of odors, smoke, fog, etc. If you give Lucertola a taste of food or drink, it can tell you whether or not its safe to eat or drink. While you’re wearing Lucertola you can breathe underwater, and you’re immune to inhaled Toxins.
Orobas, the Moneychanger A squashed and twisted homonculous with a huge gut and tiny limbs appears in a puff of cigar smoke. Orobas sports a top hat, monocle, and cigar but has not neck or eyes to speak of. Orobas will eat any coins you give to it, and spit them back up at your request at any point (even if summoned years later). These coins exist outside of Hammerspace. Orobas will only eat Iron, Silver, or Gold coins not jewelry, gems, or anything else. Orobas can accurately state the amount of money a person is carrying at any given time, or the number of coins (and types) in a pile. He can give you ”business advice”, but it almost always involves killing someone.
Mirót, the Critic A tinkling of glasses and a cleared throat herald a balding man in a tweed jacket, or woman of impeccable dress and haughty expression, who step out from a nearby doorway. In either form, Mirót’s eyes are milky white. Mirót hates all works of art, and will move from room to room, destroying any artwork, carvings, decorations, or written works it can see (Grimoires and Fetishes not included). This also includes objects that can create art - instruments, paints, paintbrushes, inks, and empty scrolls and papyri. It won’t ever attack a living creature, but can set things on fire with a touch. Mirót is a blunt instrument - if prevented from entering a museum, for instance, it will burn the museum to the ground in order to destroy the art inside. If an actual artist is present (musician, painter, sculptor, writer, scribe, etc) Mirót will hurl insults and epithet’s at the artist in a non-ending stream of vitriol; all R⑳ and R✓attempts by the ”victim” are at -4 as long as he or she is forced to endure the onslaught. Mirót will adjourn if there is nothing around it to criticize, and nowhere else for it to go.
Pocong, the Piper A tiny grey cloth effigy of you with strange, wetlooking eyes appears in a glimmer of light. As long as Pocong is Close to you, you automatically pass any Saves vs Doom. Pocong can’t move on its own. If the effigy is moved away from you to somewhere Nearby, or adjourns by taking damage, you must Save vs. Doom (not automatic!) or immediately be brought to 0 Flesh, prompting a Death roll.
The Seraphim Ada, the Calculator A young woman with black hair and expensive Victorian garb appears from somewhere behind you. Ada can measure the exact distance between two points (provided one of them is within sight) and immediately know the direction of true north no matter where she is. She can rapidly calculate any number of items provided they are separated from one another (she couldn’t count the number of coins in a pile, for instance, unless that pile was separated into individual coins). As long as Ada remains Close to you, you automatically succeed on all Skill:Math checks.
Nyumbu, the Broken A broken, skeletal mule with fire burning in its eyesockets clatters in from behind you. Nyumbu can carry up to 50 Significant Items for you and can travel over water and air as if it were solid ground. It can only walk in a straight line and can’t jump you could lead Nyumbu up to a cliff face and over a chasm, but unless there were a cliff of equal height on the other side, it will remain hovering in air. As long as your hand is on Nyumbu’s bridle, it conveys the ability to walk on water and air to you as well. When Nyumbu adjourns, everything it was carrying falls on the ground. If Nyumbu is ever struck for damage by someone Close, it will immediately kick at the attacker and automatically deal dam-
Beatrix, the Story Teller A very old woman in clean Victorian clothes enters with a polite knock and a quiet shuffle. She carries an empty scabbard and a book tucked into
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an apron pocket. If a fight breaks out with Beatrix present, she summons a rocking chair, pulls out the book, sits, and begins reading in a sweet and mesmerizing voice understood by all present. Allies and Monsters alike must Save vs Doom at the top of each Moment or fall under the sway of Beatrix. They will sheathe their weapons, sit at her feet, and listen to her story.
from its source. Unhallowed won’t approach Flux unless forced.
Leroy, the Lucky Rose A red rose with a silver stem appears in your hand. Leroy inspires foolish confidence in anyone who wears him as a boutonnière. The wearer will accept any risky but thrilling plan they are presented with. Provided the endeavor is risky enough (Arbiter’s discretion), the wearer will receive +4 on all R⑳ or R⧁ attempts in pursuit of the plan.
Bíró, the Chronicler A black quill of an unknown beast, half a meter in length, appears in your hand. Bíró can’t speak or see, but can hear excellently. If you provide it ink (the blacker the better), Bíró will write the answers to any questions you ask as long as its heard the answer in the time since you summoned it. It can transcribe conversations in perfect detail or tell you how many people entered a room, what they said, and when they left.
Pferdinana, the Sure Bet An ordinary-looking but tidily brushed grey mare appears with a clatter of hooves. Pferdinana can speak to horses, but translates with snide remarks and uncomfortable, mocking laughter. Pferdinana will permit you to ride her, but travels at a slow trot, sighing with boredom. However, if she’s asked to race another creature, she will win any race over any terrain, no matter how terrifying or improbable. If your Potential is 5 or greater, Perfidnana will race inanimate objects, spells, the weather, etc.
If anyone holds Bíró against your will, they must Save vs. Doom or be reduced to 0 Health / Flesh. If anyone holds Bíró with your permission, they must Save vs. Doom or become Charmed to you for Hours. Either way, Bíró adjourns if anyone other than you holds it.
Sir Ector de Mares, First of the Snail Knights A stooped man in a visored helmet, wearing antique armor, enters in through a door or window. He creaks when he walks. If called upon as a second in a duel, Sir Ector grants the following powers:
Crescendo, Choir of Heroes A quickly rotating cube appears above you, sending out rays of electric light with illumination as a torch, and begins chanting. The chant fills the hearts of Allies with hope, courage, and the belief that if they can just see things through, everything will be OK.
The duelist wins Init every Moment; The duelist cannot be disarmed; and The duelist gains +4 on all Fight and Guard rolls.
Every Ally Close or Nearby to Crescendo is immune to Fear and anything that might cause despair (like the Wall of Gloom). If invoked during Combat, Allied Hirelings all gain fanatic morale, and Allies regain your Potential in Grit at the top of each Moment (if they are at 0 Flesh, they still must roll their Death however). The Crescendo will adjourn at the end of your next Combat (or unless you tell them too).
Sir Ector can tell true kings from false ones at a glance.
Termagant, ”My Old Lady” When remembering Termagant, select a number of Hours from now when she should show up (immediately is fine). At the designated time, a middle-aged woman of suitable race and appearance for the area enters screaming general accusations (”Coward! Bastard! Bitch! etc.”) She grabs you and drags you away. Termagant’s appearance might be enough to convince guards or authority figures not to stop her, but if that fails she produces false documents, bribes, ”proof”, etc. - whatever it takes to get you out of the situation you’re in short
Flux, the Hallowed Light A sphere of golden flame appears in a shimmer of light, shedding light as a torch. Flux can flare and illuminate (briefly) an area from Close to Far-Away. Sighted creatures in the area who aren’t prepared must Save vs Doom or be Blinded for d4 Markovian. The flare can even temporarily cancel magical darkness; it will re-emerge at 5m per Moment
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of violence. She drags you out of sight and then promptly adjourns. She’ll only rescue you (not anyone else), and won’t return for anything you left behind. She can’t heal you. No barriers (magical or no) can hinder her, but she’ll only take you to the next unlocked and unobserved area, then adjourn.
Trismegistus, the Herald’s Wand Trismegistus appears in a stream of leaves and smoke as a shillelagh with a snake wrapped around it. It will remove any a number of Diseases equal to your Potential. Once it’s reached its limit, it will hop along next to you and get into trouble. Trismegistus can translate for any reptiles you might come across.
Veritas, the Truth Teller An old man in fine robes or a beautiful young woman with no hair enters from somewhere behind you. Veritas mutters like a madman, repeating meaningless phrases, snippets of conversation, and rocking back and forth. As long as Veritas can see the tongue of a creature, it can tell if the creature is lying; if it detects a lie, it will lunge at them and remove their tongue. The tongue stays in a pouch on its belt until it adjourns (at which point it returns to the tongueless victim with no ill effects). Veritas can carry up to 25 Significant Items for you and will provide banal and useless advice if asked.
Walden, the Quartermaster A portly man with grey eyes and stained clothes enters from somewhere behind you. You can ask Walden for up a number of items up to your Potential, and he will procure them for you. The items must be mundane in nature and can’t be specific: ”a pair of woolen trousers” or ”a longsword” are OK, but ”the cape of Felspex the Witch”, ”the magical blade of Aesop”, or ”a Grimoire containing the following spells” aren’t possible. If the item has a Use attached (a quiver of arrows, for example) Walden will provide d4 Use of the item (this means he can provide Heavy armor, but it only has d4 Use , for instance). If Walden adjourns, the items disappear. Walden can identify who forged any weapon shown to him; when it was forged; and when the weapon was last used.
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ease along (Arbiter’s discretion - the disease should move 1 ”step” in a worse direction).
Leechcraft
Curing Disease requires Medicinals Knowledge Die + Modifiers vs. Target The art of Leechcraft allows you to practice Remedies by rolling your Knowledge Die vs. a Target (see below). Unless otherwise noted, Leechcraft requires 2 Actions to perform. The recipient of the Leechcraft cannot move while you are applying your medicines. Your ♦INT adds a bonus to your roll: ♦INT d2-d10 d12 d16 d20 d24
Bonus +0 +1 +2 +3 +4
If you roll less than the Target number, your next roll is at -2. This is cumulative: -2 for the first miss, -4 for the second, etc. These negatives are removed when you take a Bivouac. When rolling, your [sum] can never be less than 1.
Remedy: Bonesetting ◎
9 Y Purge
Remedy: Hair of the Dog ◎
Can only be performed during a Bivouac. Purge a single non-serious Physical Wound. If desired, you can use this ’craft to cause a non-serious Physical wound (your choice).
Purge the effect of a Hang Over on a single person.
Remedy: Delay Infection ◎
2 N Purge
Remedy: Laudanum
7 Y None
◎
Can only be performed during a Breather or Bivouac. Delay the onset of a single Disease (including contagion) for the rest of the Session. If desired, you can use this ’craft to speed the dis-
9 Y Purge
Remove a Disgusted, Shaken, or Sickened effect on a single patient. If applied during a Bivouac, Purge a single non-serious Mental Wound. If desired, you can use this ’craft to cause a non-serious Mental 123
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wound (your choice) during a Bivouac.
Remedy: Smelling Salts
Remedy: Mend ◎
◎
2 Y None
3 N Purge
Purge a Knocked Out effect on a single patient Can only be applied to a patient who is Dying. Heal 1 Flesh.
Remedy: Staunch
You can also use Mend to cause a point of damage to a dying person (prompting a Death roll). The attempt isn’t noticeable to others unless they’re practiced in Leechcraft.
◎
4 Y Purge
Remedy: Purge Toxin Purge or cause a Bleed effect on a single patient ◎
6 N None
Remedy: Trepanation ◎
Immediately purge a Toxin from the body of a single patient
Remedy: Restore Senses ◎
8 Y Purge
You can only drill holes in peoples’ heads during a Bivouac. Purge a Woozy effect on a single patient. If desired, you can use this ’craft to cause the patient to become Woozy instead.
6 N None
Remedy: Virtigo ◎
Remove a Blindness or Deafness effect on a single patient
6 Y None
Remedy: Sew Wounds ◎
Bivouac only. Purge a Befuddled or Concussed effect on a single patient. If desired, you can use this ’craft to cause the patient to become Befuddled or Concussed
4 N None
You can only perform this during a Breather or Bivouac. The patient rolls 1 Vitality and heals that much Flesh.
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a normal item (and can’t be used to perform Liturgies)
Liturgies
You don’t need a Holy Symbol to practice the The Seven Sacraments
The core Liturgies of the Ten Authorities can be found below. Your personal Faith in a Small God allows you to invoke the Liturgies of the Authority they sit beneath. During your adventures, you may also find Liturgies of your Small God etched on bronze tablets hidden by fearful priests in stinking swamps, forgotten in reliquaries lying in pawn shops, or written in the slime of snails tripping balls on shrooms (Liturgies of your Small God depend completely on the Arbiter) Liturgies require a Holy Symbol to perform. If you don’t have your Holy Symbol, you get none of the benefits of a Liturgy, and you can’t invoke any of the powers beneath it.
The Contract The Small Gods must obey certain ”rules” when dealing with Mortals: 1. The Small Gods must be true to their nature 2. The Small Gods must hear what Mortals have to say, and they must honor their bargains 3. The Small Gods can only hear a Mortal’s words - they cannot hear their thoughts 4. The Small Gods must speak truth to Mortals about what is happening in distant places 5. The Small Gods must prophesy honestly though they may try to trick Mortals with their words
The Holy Symbol Your Holy Symbol allows you to harness your Faith to perform the Liturgies of your Small God. Tell the Arbiter what the Holy Symbol of your Small God is (there are some ideas under the section on Authorities below) A Holy Symbol is a Holy Relic; you must perform the Miracle of Holy Relic to create a new one if yours is lost or destroyed. Remember that your Holy Symbol contains a single Faith die that you can use in a pinch. If you use this Faith Die and roll a Failure, the Faith Die is lost and the Holy Symbol becomes
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Yood-Sushāī ; they can only be transformed or changed from one form to another. Once a spirit has departed for the Isle of the Dead, it is beyond the reach of the Small Gods forever. • Entropy always increases. Time cannot flow backward; sword strikes cannot heal; you cannot ”fall” against the direction of gravity. It is possible to suspend this Law (to roll back time, for instance), but only for a few Moments before it reverts to entropy again. • A noumenon cannot be removed by a Small God. A Small God cannot directly slay something on the Mortal plane. • All matter and energy has a destiny in the dream of Māna-Yood-Sushāī . A Small God cannot cause matter or energy to do something that violates this destiny, and the ultimate destiny is only known to Māna-YoodSushāī . (Practically, this means the effects of a Divine Favor are up to the Arbiter’s discretion in the end!) The Small God may also demand a sacrifice of some kind, or expect payment later ... Time rolls back for a few seconds to stop a killing blow from falling, or to re-roll a missed Save. A powerful magical item or artifact needs to be sundered A sea must be parted, a tunnel opened through a mountain, or a boulder pushed to seal an entrance Stones and trees, or sand and ice, assemble themselves into a fortress to protect the faithful
Divine Favor You may call upon your Small God to directly intercede on your behalf. To do this, you must roll all of your Faith dice, the [sum] of the roll must be 60 or better. The divine favor must be something your Small God would have some control over, based on their aspect (Arbiter’s discretion). For example, Vulcan (Small God of fires, volcanoes, and the forge, who sits beneath the Civilized Authority) might not be able to affect the curse of the Ice Queen. The Small Gods cannot violate the basic laws of the Authority: • Matter and energy can neither be created nor destroyed, as this is the demesne of Māna-
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The Authorities The Small Gods sit in uncountable multitudes beneath the ten Authorities (though there are said to be 13 in all, 3 hidden from the eyes of Mortals). Your personal Faith in a Small God allows you to invoke the Liturgies of the Authority they sit beneath. Each Authority has four core Liturgies practiced by the faithful: • the Liturgy of the Novitiates; • the Liturgy of the Clerics; • the Liturgy of the Apostles; and • the Liturgy of the Saints During your adventures, you may also find Liturgies of your Small God etched on bronze tablets hidden by fearful priests in stinking swamps, forgotten in reliquaries lying in pawn shops, or written in the slime of snails tripping balls on shrooms. Heresies The more esoteric scholars further divide the Authorities into ”left hand” and ”right hand”, placing them in opposition at the feet of Māna-YoodSushāī . This is the realm of zealots and sectarians: those who swear eternal vengeance on the Authority that sits across from them. Left-Hand Authority Cthonic Heathen Errant Monstrous Ruinous
Right-Hand Authority Empyrean Civilized Righteous Jötnar Cunning
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Liturgy of the Apostles
The Civilized Authority
• You automatically succeed on all Skill:Math rolls
Beauty · Gems · Cities · Trade · Commerce · Filth · Pollution · Art · Music · Fermentation · Builders · Forge
• War Forge: If you have access to a forge, you can create enough spears or shields (any combination) out of stones and earth. You can create enough weaponry to arm a brigade of troops (1,500 - 4,000 soldiers)
Liturgy of the Novitiates • Gain a +4 on all Skill:Math rolls.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• When using a Bashing weapon, you may roll your ♥FOC instead of your ♣VIG or ♠DEX • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
The Civilized Mysteries Armor of the Gods Clamp Divvy Exchequer Forgehammer Hone Millworks Package Neatly Liturgy of the Saints • Urbane Temple: Once per Session during a Bivouac, you can create a gilded and runed pyramid 20m square at its base from thin air. The pyramid may be built on land, water, or air - though it must be level with your feet when you build it. The interior of the pyramid is Hallowed ground, and can safely house yourself and up to 12 other Allies. Spectral footmen flit around a banquet table groaning beneath ample food and drink (no need for anyone to roll Provisions) - anyone who eats from this table heals full Grit and never get drunk. Warm and comfortable beds lie behind privacy screens; anyone who chooses to rest regains full Flesh. Nothing can enter the pyramid without your permission, save for extraordinarily powerful beings (Arbiter’s discretion). The pyramid will last until the Bivouac ends; the stones and spectres disappear as if they had never been.
Liturgy of the Clerics • Discerning Eye: You know the exact worth of any gem or piece of art you can examine for uninterrupted Minutes. • Coins from Heaven: You can convert Faith directly into coin. You can only do this during a Vacation, and the money you generate does not count towards Glory. Roll [dice] Faith. For every 2 you get, gain 100fe (and lose the die); for every 3 you get, gain 25ag; for every 4 you get, gain 10au. • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
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Civilized Small Gods These seven Small Gods have the greatest number of worshipers on Acheron
Ninkasi Seraph of Art, Music and Fermentation The Holy Symbol of Ninkasi is an iron amulet hung from a necklace in the exact size and shape of a modern bottle opener
Balder Seraph of Beauty and Gems The Holy Symbol of Balder is a silver mirror
Ptah God of Builders The Holy Symbol of Ptah is an amulet in the shape of an ankh
Gomorrah Archfiend of Cities The Holy Symbol of Gomorrah is a single iron nail, often driven into the hand or wrist
Vulcan Seraph of the Forge The Holy Symbol of Vulcan is a small crude homonculous, hammered from iron
Minerva Archon of Trade and Commerce The Holy Symbol of Minerva is a knotted string, hung from the belt, useful for counting (like an abacus) Nimlurun Fiend of Filth and Pollution The Holy Symbol of Nimlurun is an iron vial of sewer water
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The Cthonic Authority
• You automatically succeed on all Skill:Salt rolls
Murder · Betrayal · Shadows · Thieves · The Abyss · Death · Blood · Wyrms
• Vampirism: You can heal Flesh by drinking another sentient creature’s blood. You may perform this liturgy during a Breather or Bivouac. The creature must be alive when you feast on them; the act of drinking their blood takes their life. Heal yourself to full Flesh and Grit.
Liturgy of the Novitiates • Gain a +4 on all Skill:Salt rolls. • When using a Fast weapon, you may roll your ♥FOC instead of your ♠DEX
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Liturgy of the Clerics • Sudden Strike: If you gain Surprise on a Monster, you may attempt a Murder. Use your ♥FOC to roll your Fight check. See the Core Rules for the effects of Murder. • Merfolk’s Blessing: You can breathe underwater with no ill effects. If you invoke the mystery of Mermaid’s Breath on yourself, you can also swim as fast as you can run for the duration of the spell, even if you are carrying Significant Items. • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
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Cthonic Small Gods
The Cthonic Mysteries Abyssal Trident Davy Jones’s Locker Dredge Excavate Fade Mermaid’s Breath Sinister Stillness Sound the Deeps
These seven Small Gods have the greatest number of worshipers on Acheron Arioch Fiend of Murder and Betrayal The Holy Symbol of Arioch is a silver coin with a face on each side Erebus Lord of Shadows The Holy Symbol of Erebus is a piece of black gauze covering the mouth
Liturgy of the Saints Ik’tik’buboe The Drowned Sultan The Holy Symbol of Ik’tik’buboe is a necklace made from crab’s claws and nautical rope, tied in elaborate knots
• Shadowstep: Once per Session, you can travel through shadow or darkness up to 10km away. You need to have visited or must be able to see the destination, and there must be uninterrupted darkness or shadow between yourself and where you end up. If the distance traveled is a Combat distance (Nearby, Far-Away, or Distant) the step takes a single Action, and you immediately gain Surprise. If the distance is further away, you can travel the space in Minutes.
Loki King of Thieves The Holy Symbol of Loki is an image of two snakes, circling one another to form an ’S’ shape, and biting the tail of the other Nyx Cousin of Death The Holy Symbol of Nyx is a black lace shroud
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Shezmu Prince of Blood The Holy Symbol of Shezmu is a vial of blood other than your own (preferably the blood of the one who indoctrinated you into the faith) Fiend of Illusion and Disguises The King in Yellow The Holy Symbol of The King in Yellow is a yellow cowl and mask
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• That Kind of Face: You are utterly forgettable. Strangers will forget that they saw you or spoke to you; Scrying spells will fail when used upon you (including Sonorous Seeker); your written name becomes smudged and illegible on documents. During Combat, if there is ever a choice to attack you or another, the Monster will always attack the other person. This does not have any affect on the members of your Band, or people who have been in your company for longer than 3 Sessions.
The Cunning Authority Mysteries · Riddles · Wizards · Tricksters · Runes · Diplomacy · Inspiration · Knowledge Liturgy of the Novitiates • Gain a +4 on all Skill:Lore rolls. • When using a Throw weapon, you may roll your ♥FOC instead of your ♠DEX
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
The Cunning Mysteries Expertise Illusion Labyrinth Memory Lane Mirror Image Paralysis Strange Copy Twin Liturgy of the Saints • Doppelgänger: If you have the opportunity to observe someone for Hours, you can flawlessly disguise yourself as that person - not even their family members will be able to tell the difference. Your appearance to them is identical, though you don’t have any access to their memories or abilities.
Liturgy of the Clerics • Sticky Fingers: You can palm any hand sized item in your grasp. As long as you’re reasonably discrete, no need to roll. Otherwise, R⧁ using your ♥FOC vs everyone’s ♦INT
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Hecate’s Blessing: You may use your Faith to cast spells off of Fetishes • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Liturgy of the Apostles • You automatically succeed on all Skill:Lore rolls
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Cunning Small Gods
Archons of Diplomacy The Grey Lords The Holy Symbol of The Grey Lords is a choker of dove feathers
These seven Small Gods have the greatest number of worshipers on Acheron
The Muses Gods of Inspiration The Holy Symbol of The Muses is a nine-pointed star, worn as an amulet or inscribed on a headband
Cthulhu Arbiter of Mysteries and Riddles The Holy Symbol of Cthulhu is A piece of jewelry depicting an octopus
Thoth God of Knowledge The Holy Symbol of Thoth is a small book of scripture
Hecate Archfiend of Wizardry The Holy Symbol of Hecate is your Spellbook Iktomi God of Tricksters The Holy Symbol of Iktomi is a small puppet, worn from the belt or neck Mímir God of Runes The Holy Symbol of Mímir is a necklace of runes scribed on tiles
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The Empyrean Authority
The Empyrean Mysteries Children of Shul Glorious Sunburst Lightning Lunacy Mountainhands Rainburst Resonating Command Thunderclap
Sunlight · Mountaintops · Heavens · Moonlight · Lightning · Tempests · Rains Liturgy of the Novitiates • Gain a +4 on all Skill:Eyeball rolls. • When using a Shoot weapon, you may roll your ♥FOC instead of your ♠DEX • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Liturgy of the Saints • Healing Light: If you are in sunlight, you will heal 1 Flesh at the bottom of each Moment (torchlight and moonlight don’t count). You cannot be slain unless you are in darkness or shadow.
Liturgy of the Clerics • Kin to the Wind: You may speak to the wind. The wind will answer questions, but can only convey information to you about what it smelled and felt. You can only use this ability while above ground. In addition, you take -2 per die (minimum 1) damage from falling.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Empyrean Small Gods
• Lightning Affinity: You take -2 damage per die (minimum 1) from electrical or lightning damage.
These seven Small Gods have the greatest number of worshipers on Acheron
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Asura Seraph of Sunlight The Holy Symbol of Asura is polished mirrors or brass, hung from the neck or belt
Liturgy of the Apostles • You automatically succeed on all Skill:Eyeball rolls
Empress Wa God of the Heavens The Holy Symbol of Empress Wa is a jade diadem
• Eagle Eye: When using a Shoot weapon, you automatically Crit whenever you successfully make a Fight check.
Raiden Lord of Lightning The Holy Symbol of Raiden is two iron bracers with lightning bolts etched on them
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Raimonds Mountainhand Seraph of the Mountaintops The Holy Symbol of Raimonds Mountainhand is 3 iron spikes in the shape of icicles or teeth, hung from the neck Shul Seraph of Moonlight The Holy Symbol of Shul is 3 pearl earrings, hung from either ear Tiamat 134
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Tlaloc Archon of the Rains The Holy Symbol of Tlaloc is a wreath of ferns and mosses
The Holy Symbol of Tiamat is a five pointed star, worn from a necklace
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The Errant Authority
The Errant Mysteries Armor of Winds Capture Wind Corsair’s Blade Duelists’ Wings Ropework Shatter Bonds Skald’s Tongue Vaulting Step
Games · Songs · Strength · Valor · Suffering · Freedom · Journeys · Homecomings · Treasures · Trials Liturgy of the Novitiates • Gain a +4 on all Skill:Travel rolls • When using a Stabbing weapon, you may roll your ♥FOC instead of your ♣VIG or ♠DEX • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Liturgy of the Clerics • Breath of Freedom: You can end a Markovian effect on yourself on a 1-3 (instead of a 1-2) • Feats of Strength: When you are rolling a R⧁ : ♣VIG check, use your ♥FOC instead • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Liturgy of the Apostles • You automatically succeed on all Skill:Travel rolls • Unchained: You cannot be bound by ropes, manacles, chains, etc. - they simply slip off your wrists, body, and feet at your command. This won’t help you if you’re locked in a box or sealed in a coffin, nor will it help you with any ”prisons of the mind”
Liturgy of the Saints • The Lash: Once per Session, you can take any or all negative effects that would affect an Ally onto yourself instead. This includes damage, Markovian effects, spell damage, etc. You must declare you are suffering The Lash at the top of the Moment; any further effects can target you for the remainder of Combat. You are allowed to roll your Guard, Saves, etc. independently of your Ally i.e. if your Ally failed to Guard against a Monster’s attack, you can state the Monster is attacking you instead, and roll your Guard.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
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Errant Small Gods
Odysseus God of Homecomings The Holy Symbol of Odysseus is an iron wheel hanging from a bowstring necklace
These seven Small Gods have the greatest number of worshipers on Acheron
Umwansh Lord of Many Treasures The Holy Symbol of Umwansh is a coin (gold is best) with a hole through the center, worn on a chain
Balo Archon of Games and Contests The Holy Symbol of Balo is a leather bag of bone dice, hung from the neck or belt
Xbalanque and Hunahpu Twin Gods of Trials The Holy Symbol of Xbalanque and Hunahpu is two ears of dried corn (hung from a belt, around the neck, etc.)
Gilgamesh Lord of Strength and Valor The Holy Symbol of Gilgamesh is a pair of bull’s horns, hung from the neck or worn as a helmet Issek of the Jug Seraph of Suffering and Freedom The Holy Symbol of Issek of the Jug is a broken pair of manacles Kismet Arbiter of Journeys The Holy Symbol of Kismet is a carved walking stick
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The Heathen Authority Hearths · Gardens · Hunting · Glades · Fertility · Agriculture · Narcotics · ”The Green Man” · Ancestors Liturgy of the Novitiates • Gain a +4 modifier on Skill:Bushcraft rolls. • For any narcotics you take, (a) the Use only moves DC⇩if you roll a 1; (b) you add +4 to your Addiction roll, and (c) if you Overdose, treat the overdose as an d4 Iron (instead of Gold) Toxin • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Liturgy of the Apostles
Liturgy of the Clerics
• You automatically Skill:Bushcraft rolls
• Beastspeech: You can communicate with all mundane animals (though you can’t command them). They will answer your questions. Animals are guided by ”base” desires for food and survival, so their answers are usually confined in that way i.e. ”those 2 legged creatures on the road had no food” or ”the green beast kills whatever it can get its hands on, we keep clear of it”
succeed
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• Wisdom of the Ancients: Once per Session, you can ask the Ancestors for aid. If invoked during Combat, the Ancestors will fight on your behalf, granting you +4 on your Fight R⑳ . Additionally, any physical damage you would take you can put on them instead. They collectively have [lvl] x2 Health and 0 Grit; when they have absorbed [lvl] damage, they disappear. If invoked outside of Combat, the Ancestors will advise you on any question you might have. They do not have any supernatural ability (they cannot Scry, for example), but you can benefit from their centuries of wisdom (Arbiter’s discretion as to what that might mean).
• Sweetwater: You can detoxify and restore food and drink with a touch. The amount you can detoxify depends on how long you touch the object - an apple might become whole in Moments, but a well will take Hours to decontaminate (Arbiter’s discretion). The touch can ameliorate Toxins one level down i.e. it can turn a goblet containing a Gold toxin to a Silver, a Silver to an Iron, or remove an Iron Toxin completely.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
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Heathen Small Gods
The Heathen Mysteries Barkskin Bloodvine Butterfly Hurricane Clearwater Elemental Spray Entangling Smoke Hearthfire Sporous Breath
These seven Small Gods have the greatest number of worshipers on Acheron Brigid Seraph of Hearth and Gardens The Holy Symbol of Brigid is a shillelagh Cernunnos Archon of the Hunt The Holy Symbol of Cernunnos is a tine of the antler of a game animal
Liturgy of the Saints
Ildavir Lady of the Glade The Holy Symbol of Ildavir is a vial of clear water
• Elemental Kin: You are immune to spells of the Elements paradigm. Elementals and dragon breath deal -4 damage per die (minimum 1).
Ishtar Lady of Fertility and Agriculture The Holy Symbol of Ishtar is an eight pointed star, usually worn as an amulet
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Pilzesser Seraph of Hallucinogenic Plants and Fungi The Holy Symbol of Pilzesser is a symbol of a pyramid with an eye at the top, and the letters ”FNORD” along its base. Worn as a necklace or headband The Green Man Lord of the Wood The Holy Symbol of The Green Man is a crown of ivy or holly Yan Oshoth Lady of Songs and Poetry (Ancestors) The Holy Symbol of Yan Oshoth is a small musical instrument
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The Jötnar Authority
• Vengeance: If you are struck by a physical attack from a Monster, your next physical attack against that Monster automatically hits.
Honorable Death · Battle Frenzy · Vengeance · Mercs And Assassins · Strategy And Combat · The Fire Of War · Ice And Snow
• Bloody Boon: Once per Session, if you are reduced to 0 Flesh, you immediately regain [max] Grit and can continue fighting. You must still roll your Death tries at the top of the Moment as long as you are at 0 Flesh.
Liturgy of the Novitiates • Gain a +4 modifier on Death rolls
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• When using a 2-Handed weapon, you may roll your ♥FOC instead of your ♣VIG or ♠DEX • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
The Jötnar Mysteries Dirge Extinguish Giantform Incinerate Preserve Ray of Fire Trollblood Witness Me
Liturgy of the Clerics • Berserker: If you become Enraged, your beneficial effects are doubled i.e. you gain +8 to Fight and +8 to damage. See the description of Enraged in the Core Rules. At the end of Combat, you fall to 0 Flesh and must immediately make a Death roll (before you receive any healing). • A Good Day to Die: You can continue Fighting if you are Dying; however, each point of damage you take beyond 0 is a -1 modifier on your next Death roll
Liturgy of the Saints • Last Man Standing: During Combat, you can choose to enter ”the final fugue” - while in this state, you are immune to all physical attacks, and make any Save tries. At the end of Combat you immediately fall dead.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
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Jötnar Small Gods
Odin Archon of Strategy and Combat The Holy Symbol of Odin is 3 interlocking triangles, worn as a necklace from a chain
These seven Small Gods have the greatest number of worshipers on Acheron
Xotli Fiendish Prince of Fire The Holy Symbol of Xotli is A red stone (agate, garnet, carnelian, red cinnabar, etc) worn on a choker.
Crom Arbiter of Honorable Death The Holy Symbol of Crom is The Devotee must name one of their weapons; this weapon will be used as their holy symbol
Ymir Archon of Ice and Snow The Holy Symbol of Ymir is Quartz stones affixed to a pair of leather or iron bracers
Cú Chulainn God of the Battle Frenzy The Holy Symbol of Cú Chulainn is A headdress of raven or crow feathers Justicia Seraph of Vengeance The Holy Symbol of Justicia is An image or symbol of something the Devotee wants vengeance against Kos Archon of Mercenaries and Assassins The Holy Symbol of Kos is 3 rusted iron coins, sewn or welded to a bracelet on the dominant hand
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The Monstrous Authority
• Helping Hands: Two extra sets of arms sprout from your torso. The arms cannot fight effectively, but they can hold things, and grant you a +4 on any rolls where extra arms might be useful (climbing, swimming, etc.) You can sacrifice one of these arms to not take any damage from a physical attack, similar to Splintering a shield; doing so destroys the arm. The arms feel no pain. Wearing armor is difficult unless it is specially made, though you can fold your arms beneath your armor if you wish (obviously, you won’t be able to utilize them at that point).
Cats · Toads · Reptiles · Arachnids · Monsters · Rats · Vermin · Birds Liturgy of the Novitiates • Gain a +4 modifier on Init rolls • When using a Hard weapon, you may roll your ♥FOC instead of your ♣VIG • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Acidum Sanguinem Your blood turns to acid. If any physical attack hits Flesh, you spray an acid on everyone Close to you. For d4 Moments, the acid deals d4 damage or removes 1 point of Soak. If the person is wearing Armor, they don’t take damage, but they must roll their Armor Use at the bottom of every Moment for the duration of the effect.
Liturgy of the Clerics • You can fight with your fists (Unarmed Combat) using your ♥FOC instead of ♣VIG , with damage to match (see the section on Unarmed Combat in the core rules, but use your ♥FOC instead of ♣VIG for determining damage)
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Tongue of Monsters: You can communicate with Aberrations, Giantkin, Goblinoids, and Graveborn. They don’t owe you any favors. • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
The Monstrous Mysteries Dragonbreath Harpy’s Talons Serpent’s Fang Slimeform Spidertongue Tasty Tattered Robe Undead Visage Liturgy of the Saints • Telluric Immunity: In Combat, you can only be affected by magic weapons and spells • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
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Monstrous Small Gods
Ptah-Ungurath Archfiend of Monsters The Holy Symbol of Ptah-Ungurath is an amulet in the shape of an upside-down ankh
These seven Small Gods have the greatest number of worshipers on Acheron
Prince of Rats and Vermin The Rat God The Holy Symbol of The Rat God is a mouse-skin glove worn on the dominant hand
Bast Archon of Cats The Holy Symbol of Bast is a small bell without a clapper, worn on a choker
Tyaa Archon of Birds The Holy Symbol of Tyaa is a short cloak of feathers
Bobugbubilz the Croaking Fane The Holy Symbol of Bobugbubilz is 3 desiccated frogs, worn from the belt or neck Hhaaashh-Lusss Princess of Reptiles The Holy Symbol of Hhaaashh-Lusss is snakeskin bracers Mog Princess of Arachnids The Holy Symbol of Mog is a gossamer veil
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The Righteous Authority
• You automatically succeed on all Skill:Listen rolls
Judgment · Punishment · Truth · Light · Time · Order · Law · Obedience · Protection · Oaths · Agreements
• Spirit of Truth: You are immune to lies and can see through any Illusion • Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Liturgy of the Novitiates • Gain a +4 on all Skill:Listen rolls. • When attacking with a Brawl weapon, you may roll ♥FOC instead of ♣VIG
The Righteous Mysteries Crusader’s Helm Grounding Mantra Holy Weapon Purging Fire Revered Aegis Sacred Mail Satanic Verses Sonorous Seeker
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Liturgy of the Clerics • Holy Word: You may Curse the Unhallowed as the Sacrament of the same name. You use your Faith instead of Grace to do this, and you do not need to know the Virtue of Seven Sacraments.
Liturgy of the Saints
• Binding Oath: Any contracts or agreements you enter into are bound by your Authority. The contract is magically enforced; breaking the contract means the responsible party suffers permanent Anathema. The Anathema can only be removed by the other party in the contract.
• Timestop: Once per Session, you can stop time for a Moment. You can do this at any time - just before a killing blow falls, or just as a Philosopher is about to release a spell. You may then immediately take action. In Combat, you may take two Actions as normal as if this were a ”normal” Moment. Combat Actions automatically succeed (including Fight rolls), though the rule about a Fight action ending the Moment still applies.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
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Mitra Seraph of Obedience and Protection The Holy Symbol of Mitra is an iron thorn, coincidentally in the shape of a modern bullet, suspended from a chain around the neck
Righteous Small Gods These seven Small Gods have the greatest number of worshipers on Acheron
Týr Seraph of Order The Holy Symbol of Týr is an iron sleeve worn over the non-dominant hand (the hand is unable to hold anything)
Anubis Fiend of Judgment and Punishment The Holy Symbol of Anubis is a set of scales hung from a chain Bahamut Lord of Truth and Light The Holy Symbol of Bahamut is an iron or silver circlet, embossed with an arrow pointing upwards
Vár Seraph of Oaths and Agreements The Holy Symbol of Vár is a crystal vial containing the blood and spit of two Mortals who have struck a deal with one another
Chrontics Lord of Time The Holy Symbol of Chrontics is an amulet (silver preferred) embossed with a hammered hourglass Marduk God of Law The Holy Symbol of Marduk is an unblinking eye worn on a linen headband
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The Ruinous Authority Luck · Doom · Destruction · Hunger · Fate · Curses · Plagues Liturgy of the Novitiates • When attacking with a Brawl weapon, you deal +1 damage • Rending Strike: Any weapon in your hands has the Rend attribute (see the Core Rules for details)
The Ruinous Mysteries Doombolt Gaze of the Void Kismet Limbbreaker Shrikeblast Storm of Hammers Vermin Swarm Wall of Gloom
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith. Liturgy of the Clerics • When attacking with a Brawl weapon, you deal +3 damage instead of +1. • Shattering Strike: In Combat, instead of attacking a person, you can attack their weapon instead. If you successfully hit, the Monster must R⧁ : ♣VIG against your ♥FOC . If they fail, the weapon is destroyed. Magic weapons get a +4 to their rolls.
Liturgy of the Saints • Killing Strike: When attacking with a Brawl weapon, your damage die explodes. Add +[lvl] damage to the final total.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Liturgy of the Apostles Ruinous Small Gods • When attacking with a Brawl weapon, you add +[lvl] damage instead of +3.
These seven Small Gods have the greatest number of worshipers on Acheron
• Rotting Touch: You can putrefy food and drink with a touch. The amount you can putrefy depends on how long you touch the object - an apple might rot in Moments, but a well will take Hours to contaminate (Arbiter’s discretion). Anyone eating the food or water is afflicted with a Silver (d8) Toxin.
Fortuna Seraph of Luck The Holy Symbol of Fortuna is A deck of cards Nergal God of Dooms The Holy Symbol of Nergal is an iron mask
• Choose two Mysteries from this Authority or from your Small God (if applicable). You may perform those Mysteries using your Faith.
Zuul Archfiend of Destruction The Holy Symbol of Zuul is a ceramic circle broken in half, worn on the belt or a necklace
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God of Hunger The Corpulent One The Holy Symbol of The Corpulent One is a necklace of teeth
Vecna Archfiend of Curses The Holy Symbol of Vecna is a severed hand hung from the neck or belt
The Morrigan Archon(s) of Fate The Holy Symbol of The Morrigan is a triangle whose points extend into counterclockwise swirls, usually worn on a headband or scarf
Xibalba Fiendish Prince of Fear The Holy Symbol of Xibalba is a white cowl and blank mask
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Mysteries
Divvy ◎
Civilized Armor of the Gods ◎
Force N Session Self
You can command something that’s a mixture of different types (soup, coins, etc.) weighing no more than [dice] X50kg to separate into [dice] +1 categories. The categories have to be clear and easily identifiable by inspecting them, and they have to be able to flow freely. For example, you could split a soup into ”vegetables” ”broth” and ”poison”, or a pile of coins into ”minted during the last century” and ”older”. You could not, however, split a pile of coins into ”handled by Xerphion the Tyrant” and ”not handled by Xerphion the Tyrant”, as there’s no way to tell just by inspecting them. You could not separate ”a locked chest” and ”its contents”, because the items could not flow freely into separate piles.
You can’t wear any other armor while wearing Armor of the Gods. What the armor looks like is up to you, but it should be elaborate/brutal/gilded etc. - something that makes you stand out in a crowd. Your Move drops to d4; the Use for the Armor depends on the number of [dice] invested: 1 d4; 2 d6; 3 d8; 4 d10; 5+ d12. The Armor cannot be repaired; once its Use is exhausted, the Armor disappears.
Exchequer
Clamp ◎
Entropy N Permanent Close Target(s)
◎
Force Y (neg.) varies Nearby Target(s)
Entropy N Instant Close Target(s)
You can convert up to [sum] kg of coins into coins of another type of equivalent value (as a reminder, there are 100 coins in a kg, and 4kg of coins are 1 Significant Item). For example, if the [sum] of your dice roll was 10 you could convert 1,000 iron pieces (10kg) into 100 silver pieces (1kg) or 10 gold pieces (1/10kg); or you could convert 10 gold pieces into 100 silver pieces or 1,000 iron pieces. Additionally, you can place up to [dice] X100kg of coins into ”Hammerspace” for an indefinite period of time; the coins essentially cease to exist, have no Burden, and cannot be stolen or taken by others (though the existence of the coins can be divined through a Scry spell or similar). You can retrieve the coins at any time (though you have to retrieve all of them at once). The coins are also released upon your death, meaning that you might occasionally be a target of thieves. You can combine the effects above (so you could convert money and store it in Hammerspace if you’d like). You must cast this spell
A clamp of red light appears over [dice] Monsters or objects you designate. The maximum width of the clamp is [dice] meters, and the clamp must be able to fit around the objects (so you wouldn’t be able to clamp something to a floor or a wall). The clamp will push the objects together until they are held securely, but it will not damage either object. For example, you could clamp an orc to a chair or a sword to a table. If one of the things clamped is a living thing, the creature can break free if they R⧁ : ♣VIG with a -[dice] penalty; otherwise, the duration depends on the number of dice spent: 1 [die]: Minutes; 2 [dice] : Days; 3 [dice] : Weeks; 4 [dice] : Months; 5 [dice] : Years; 6+ [dice] : Permanent. Save negates.
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each time you want to put more coins into Hammerspace, but everything that’s in Hammerspace is released upon your death.
Hone ◎
Force N Combat or [sum] Minutes Close Target(s)
You run your hands over [dice] metal, stone, or wooden edges and hone them to a razor sharpness. If the object is a Bashing weapon, it deals +[dice] damage; if the object is a Stabbing or Chopping weapon, it deals +[dice] X2 damage. The edge must be smaller than your outstretched arms.
Millworks ◎
A tree no larger than [dice] X 5m tall and [dice] meters in diameter topples over, as if neatly cut. The result depends on the dice you invest. 1 [dice] : cut and broadly de-limbed, 2 [dice] : cut, de-limbed, debarked, 3 [dice] : cut, de-limbed, debarked, cut into planks as per your specifications, stacked, 4 [dice] cut, planed, de-limbed, debarked, cut into planks, stacked, sanded, and finished. Small limbs and offcuts will be piled for kindling. Alternatively, you can reduce the tree to sawdust or wood chips in 20-[sum] minutes
Forgehammer ◎
Entropy N Instant Close Target(s)
Force N Session Self
A magical blacksmith’s hammer appears in your hand that only you can wield. The hammer deals [dice] +[dice] damage up to a maximum of 8. You fight with this weapon using your ♥FOC (instead of your ♣VIG ). You can repair the Max Use of an Ally’s armor during a Bivouac; for every DC⇧you repair in this way, the damage of the hammer goes down by 2. The Forgehammer can strike creatures who are only struck by magical weapons, but because there is no die to roll when dealing damage, it cannot Crit or be Fumbled.
Package Neatly ◎
Entropy n/a Concentration or Permanent Nearby Target(s)
Up to [dice] X250kg of nonliving objects, as you designate, are packed neatly. You must name the objects or their general category when you cast the spell (”those coins”, ”the contents of that room”) If no packing materials are provided, the objects will be stacked into compact cubes, with the largest and most stable objects at the bottom. If chests, paper and twine, sacks, carts, etc. are provided, the spell will use them as you direct. The packages cre-
Once the damage die is exhausted (reaches 0), the Forgehammer disappears.
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ated will take up the minimum space possible, and will be remarkably sturdy. The spell will continue to pack objects for as long as you maintain concentration. The objects must be able to move freely. You could not use this spells to pack clothes someone was wearing. The objects will not lift more than 3m off the ground during the packing process.
from the depths. Nothing else can bring the locker back from the deeps (not even the liturgy of Dredge) except your death. When you die, the locker will wash up on shore within a few days for some lucky (or unlucky) soul to find. If you place a living thing inside, it can breathe - but it will starve or die of thirst without food or water (incidentally, this is a great way to make vodyanoi)
Cthonic
Dredge
Abyssal Trident ◎
◎
Force N Session Self
Mind N Concentration Close or Nearby
The ground [dice] +[dice] meters in diameter (with you at the center) rumbles and quakes. Buried or covered objects rise [dice] x5 meters to the surface. Coins, stones, and roots will be pulled to the surface; if you cast it on water, sunken objects will rise to the surface and remain as long as you concentrate. The objects cannot weigh more than [dice] x100kg.
A magical trident appears in your hand that only you can wield. The trident is a 2-handed weapon that deals [dice] +[dice] damage up to a maximum of 12. You fight with this weapon using your ♥FOC (instead of your ♣VIG ). Every time the trident deals damage, its damage goes down by 1. The trident can strike creatures who are only struck by magical weapons, but because there is no die to roll when dealing damage, it cannot Crit or be Fumbled.
Excavate ◎
Once the damage die is exhausted (reaches 0), the Abyssal Trident disappears.
Elements N Instant Close
Davy Jones’s Locker ◎
You can remove up to [dice] inorganic materials from a [dice] x5 meter cube just in front of your feet. The materials could be ”stone”, ”water”, ”dirt”, etc. The materials disappear permanently. Objects that would be suspended in the material removed will obey the laws of physics - removing water will cause the surrounding water to rush in, removing dirt from around a chest will cause the chest to fall, etc.
Prophesy N Instant Close Target(s)
You must be near a body of water to use this liturgy (a river is OK, a puddle isn’t). You summon a chest up to [dice] meters in length, width, and height. The box can hold up to [dice] X100kg in weight, or about 25 Significant Items (provided the box is big enough in terms of height, width, and depth i.e. you could lie a 2 meter long pole in a 2 [die] locker). Once you seal the box and carve your name onto it, the waters will take the locker back beneath the surface, where it will disappear. At any time, you can return to the same body of water and bring the locker back
Fade ◎
Mind Y (neg.) Markovian Nearby Target(s)
You can cause a Ally, Monster, or object to fade out
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of existence. You can still see them, though they’re insubstantial (like a ghost). The target can’t move, talk, or interact with the world in any way. Not even magic can affect the target. If the target is unwilling, it gets a Save to negate. The duration is Markovian and depends on the number of [dice] invested.
Sinister Stillness ◎
Mind N Combat or [sum] Minutes Close Nearby Far-Away or Distant
You can invoke this liturgy in an area Close, Nearby, Far-Away, or Distant from yourself. The air Close to the area takes on an unsettling air of silence. Sound is not magically suppressed, but Monsters and creatures within its bounds feel that any sound they make will disturb something better left undisturbed. Non-intelligent animals will not enter the area, and Monsters inside must make an immediate morale check. Thereafter, Saves against fear effects have a -[dice] and morale rolls suffer a -[dice] penalty (maximum -4). A morale check is needed to enter or pass through the area of the spell.
Sound the Deeps ◎
You slap your hand on the ground or the surface of the water. The echoes of the tremor allow you to precisely know how deep and the approximate shape of bodies of water, chasms, shafts, clefts, mountain peaks, caverns, passages, etc. up to a distance of [dice] x100m meters. Additionally, you may use this to rouse [dice] +[dice] Allies Close, Nearby, Far Away, or Distant who are Sleeping, Knocked Out, etc.
Mermaid’s Breath ◎
Force N Instant Close Target(s)
Biomancy Y (neg.) [sum] Minutes Self or Close Target(s)
For [sum] Minutes, up to [dice] +1 Allies or Monsters (including yourself) can breathe water as if it were air. They can only breathe water, however breathing air will cause them to drown. Unwilling creatures get a Save to negate. You must touch the Creature to bestow this mystery upon them.
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• You want to cast the illusion on a living creature (disguise them as a beggar or a lamp post)
Cunning Expertise ◎
Note that there is some Arbiter’s discretion here. A guard pacing in front of a door might cost 2 [dice] (a physical thing moving back and forth 2 meters), but if you want the illusion of acrobats or pouncing lions it will be more costly. A disguise cast on someone to appear to be a beggar might cost 1 [die] (a living creature wearing the face and clothing of a random beggar), but disguising yourself as the king will be significantly harder.
Mind N [sum] Minutes Self
Name a Skill - it can be one of the 7 basic skills, or any other skill you choose (though you can’t learn things that would not be contained in a well stocked library, or that are so rare that only a few people could teach them to you). You are Skilled (d12+2) in that Skill for the spell’s duration. If you already know the Skill at a level of Skilled or better, add +[dice] x2 (up to a maximum of +4) to your Skill roll.
The Illusion will last for [dice] Hours. Anyone touching the illusion will immediately know it to be fake, but this doesn’t cause the illusion to disappear. However, if the illusion is touched with an Ego Weapon, it will immediately evaporate.
Labyrinth
Illusion ◎
◎
Mind N Varies See Below
Mind N Combat or [sum] Minutes Self
You create a spiraling labyrinth of thought in your mind. Anyone targeting you with Charm, Sleep, or any magical effect where the caster tries to read your mind or alter your memories must enter into a R⧁ : ♥FOC contest with you at a -[dice] penalty. If they fail, they will be caught in your mind for the duration of the spell; their physical body immediately catches the Vapors, and you can hear all their thoughts.
You create an illusion of anything you desire. If anything touches the illusion, it will pass through it with no effect. The illusion cannot be greater than [dice] x [dice] meters in size. Think of the illusion as a perfectly accurate hologram that you are creating the illusion can be heard in addition to being seen, can perform the same action over and over again, and can deliver messages, but it can’t interact in a meaningful way or perform complex actions based on external forces. Each aspect of the illusion requires one or more Faith to cast: • You want the illusion to say up to [dice] + [dice] words or make [dice] + [dice] sounds (wailing, shouting, etc) • You want the illusion to be a physical thing (hole in the ground, stone wall, orc guard, etc) • You want the illusion to be able to move up to [dice] meters
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Strange Copy
Memory Lane ◎
◎
Mind Y (neg.) Varies Close Target(s)
You reach into a mirror-like surface and pull out a copy of an object reflected in the mirror. The object that you pull out must be within reach of the mirror (as if it were a window), small enough to fit through the mirror (as if it were a window) and can’t weigh more than [dice] x10kg. The mirror object looks and feels exactly like the object it copied, though it is a mirror image (so if you were to copy a book, the text would be backwards). You can’t copy any magical properties of the object, and you can only duplicate objects, not living things. The object exists for [sum] Hours. If the object suffers a solid blow, it pops like a bubble.
You can create a memory (real or not) and embed it in the head(s) of up to [dice] creatures by touch. Unwilling creatures may Save to negate the spell. The memory must be short and distinct. The memory will start to fade in a few days, but if you win a R⧁ : ♥FOC attempt against the victim (the victim has a -[dice] penalty) when you invoke the mystery, the memory will never fade, even if they lose all other memories (incidentally, this is is a really great way to create a ghost or poltergeist).
Mirror Image ◎
Mind n/a Minutes Self
Twin ◎
You create [dice] illusory images of yourself, which move as you move and always stay Close to you. They are constantly stepping through each other, so that it is impossible to tell which is which. When an enemy attacks you, roll to see if they hit you or an image (equal chance). An image vanishes as soon as it suffers a solid impact (a blow from a mace, but also a slap). Area effects such as a dragon’s breath will cause all images to instantly vanish (and you’ll take fire breath damage, naturally).
Mind N [sum] Minutes Close Target(s)
You reach into a mirror-like surface and pull out a copy of yourself. The mirrored surface has to be big enough for you to walk through - same height and same width, at least. The copy behaves just like you, but it’s illusory - anything that touches it will pass right through it, and it can’t pick anything up or hold anything. You can switch places with your mirror-self by stepping through the mirror this dispels the illusion, and you appear wherever your mirror self is at the moment you step through.
Paralysis ◎
Mind N [sum] Hours Close Target(s)
Mind Y (neg.) Markovian Close or Nearby Target(s)
Up to [dice] creatures of [dice] HD or less must Save or be Paralyzed. Sleeping creatures do not get a Save. The duration is Markovian and depends on the number of [dice] invested
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Empyrean
Lightning ◎
Children of Shul ◎
Prophesy Y (half) Session Self
Forks of lightning erupt from your forehead, striking a Close or Nearby target for [sum] +[dice] damage (Save for half). You can cause the lightning to ”jump” up to [dice] -1 times to another creature or object Close by, provided they are conductive (iron armor, metal ladders, etc). Magic swords aren’t conductive. You can ”ping-pong” between two objects if you desire. Creatures struck by a secondary (or greater) lightning bolt take [dice] damage (no Save). Objects struck by the lightning bolt will become momentarily electrified, and deal a shock that could cause someone to lose their grip unless they R⑳ : ♣VIG + ♥FOC with a -[dice] penalty.
You create [dice] small moons that circle the top of your head, casting moonlight Close and Nearby. The shadows thrown by this moonlight give a +[dice] bonus (up to +4) to all Whispers made by Allies who are Close to you. The moonlight will also activate abilities and powers that manifest in lunar rays (like lycanthropy), and throw light equivalent to [dice] x10 candles. You can unerringly throw one these moons at Nearby Monsters every Moment, striking for 4 damage each (including creatures only struck by Magic weapons). When you have no moons left, the spell ends.
Lunacy ◎
The moons can be dispelled at any time, but can only be summoned once a Session.
Glorious Sunburst ◎
Elements Y (half) Instant Close or Nearby Target(s)
Elements Y (half) Combat or [sum] Minutes See Below
Mind Y (neg.) Markovian Close or Nearby Target(s)
You invoke the madness of the moon. [dice] creatures must immediately R✓: Sanity; if they do not have Sanity (Monsters, for instance) the creatures are permitted a Save. The Lunacy is random for each Monster that fails its Save. Roll a d4: 1) the Monster becomes Enraged at someone or something that isn’t an Ally; 2) the Monster becomes Afraid of you and your Allies; 3) the Monster is Knocked Out; 4) the Monster suffers Anathema. The duration is Markovian and depends on the number of [dice] used.
You raise your hands to the heavens and fire a flare up to 50m upwards, where it hovers providing bright sunlight to all areas Close, Nearby, and FarAway. You can command the sunburst to change color, move horizontally, or explode. No shadows can be cast beneath the sunlight (meaning sneaking around is difficult if not impossible), and all invisible creatures and objects appear with a thin halo around them the color of the sun. Anyone who performs the sacrament Curse the Unhallowed while under the Glorious Sunburst adds an additional +[dice] x2 to their damage; anyone Close to the sunburst if it explodes takes [sum] +[dice] damage, Save for half.
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vested: 1 Close; 2-3 Close and Nearby; 4-6 Close, Nearby, and Far-Away; 7+ Close, Nearby, FarAway, and Distant.
Resonating Command ◎
You shout a one word command at up to [dice] Close or Nearby target, who must obey (Save negates). The target(s) must be able to understand your language. The command resonates for a Markovian duration - if the Markovian die is not a 1 or a 2, they must Save again. Each Moment after the first the target(s) gain an additional +1 to their Save. The command cannot directly cause the target(s) harm or force them to commit a harmful action. You could cause them to run into a trap they didn’t know was there, or into a tactically disadvantageous position, but not off a cliff.
Mountainhands ◎
Mind Y (neg.) Markovian Nearby Target(s)
Biomancy N Session Self
Thunderclap ◎
Your hands enlarge and become stone. Unarmed Attacks do +[dice] damage (up to a maximum of +4). In addition, you can reach your hands into substances that might affect Flesh but not stone (fire, boiling water - OK. Lava or acid - not OK). Holding a stone in your hands allows you to speak to it as the Murk ability (see the Core Rules).
You can invoke this mystery somewhere Far-Away or Distant from yourself. Monsters Close to the Thunderclap must immediately make a morale check with a -[dice] penalty, or become Afraid of you. Additionally, Monsters become Deafened for [dice] Moments unless they make a Save with a [dice] penalty.
Your hands must be empty (including rings and gloves) in order to invoke this mystery. You can only invoke this mystery once per Session.
Rainburst ◎
Elements Y (neg.) Instant Far-Away or Distant
Elements n/a Combat or [sum] Minutes See Below
You create a rainstorm in the surrounding area. The rain extinguishes all fires (even magical ones) for the duration, prevents non-magical fires from starting, and heals Allies and Monsters alike for [sum] Flesh (once at the moment of invocation). The range is dependent on the number of [dice] in155
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Errant
Corsair’s Blade ◎
Armor of Winds ◎
Entropy n/a Session Self
Force n/a Session Self
A magical rapier appears in your hand that only you can wield. The rapier deals [dice] +[dice] damage up to a maximum of 6. You must make a successful Fight check using your ♥FOC (instead of ♣VIG or ♠DEX ). The Hero’s Rapier ignores Armor and Soak, and while you wield it you always win Init. The rapier can strike creatures who are only struck by magical weapons, but because there is no die to roll when dealing damage, it cannot Crit or be Fumbled.
Take [dice] Faith and put them ”in reserve”. For the remainder of the Session, you may sacrifice one of these [die] to cause any single physical attack that would damage you to miss instead of hit. You must sacrifice the [die] before you roll your Guard or Save. You can only use 1 [die] per Moment. Any unused [dice] are lost at the end of the Session. You can only invoke this mystery once per Session.
Capture Wind ◎
Elements N Concentration or Session See Below
A magical circle [dice] meters in radius extends from your fingertip in front of you. As long as you maintain concentration, you can absorb any wind passing through the circle. You can then collapse the spell. At any time during the Session, you can reactivate the circle to release the wind you absorbed. The wind flows out at the same rate it entered. If you activate this spell in a light breeze for 5 minutes, the spell will release a light breeze over 5 minutes. The wind only flows from the circle, so anyone standing behind it is not affected (unless you release hurricane-force winds indoors). You can cancel the release at any time, which expends the spell as usual. If you go to 0 Flesh while the spell is still ”reserved”, it immediately activates facing a random direction.
Duelists’ Wings
If the wind is a magical breath that would do damage (dragon’s breath, etc.) your [sum] must be equal to or greater than the sum of the damage, or the circle immediately collapses.
◎
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Tiny white wings sprout from the ankles and wrists of up to [dice] Allies. They always win Init in Combat, and any falling damage is reduced by -[dice] per die.
Vaulting Step ◎
Ropework ◎
Entropy N [sum] Minutes Close Target(s)
Your next [dice] +[dice] strides (about 1m each stride) land on a plane of Force the size of your foot. The step can be taken in any direction up, down, sideways, or across (though you cannot pass through physical objects). You can combine these in any way you want - stride 45 degrees into the air, take another step up, and a final step down (for example). Your final step must be on a solid surface, or you fall.
You summon a rope [dice] x50m in length. You can command the rope to arrange itself into any shape and rise into the air in any orientation. It can be climbed like a normal rope, and can support [dice] x100kg of weight. Its ends do not need to be anchored to anything.
Heathen
Shatter Bonds ◎
Force n/a Instant Close or Nearby
Barkskin ◎
By invoking this mystery, you can sunder up to [dice] +[dice] bonds either Close or Nearby. The bonds may be physical (shackles, chains, or locks) or mental (Charm, Command, Labyrinth, etc) at the Arbiter’s discretion.
Biomancy Y (neg.) Combat or [sum] Minutes Self or Close Target(s)
You or a creature you target is covered in heavy bark. Weight is increased by [dice] x100kg and all physical damage is reduced by -[dice] for the duration of the spell, but you can’t swim, jump, or run. If invoked on something already in deep water, mud, etc. the target will immediately sink at x[dice] the normal rate. Unwilling creatures get a Save to negate.
Skald’s Tongue ◎
Force N Instant Self
Entropy n/a Breather or Bivouac Close Target(s)
Bloodvine ◎
This mystery can only be invoked during a Breather or Bivouac. You play a rousing song, recite part of an epic, or sing an ancient ballad. You can heal up to [sum] +[dice] Grit among all Allies who listen, divvied up any way you want.
Biomancy N Instant Close or Nearby Target(s)
This spell can only be used on a Monster who suffering from the Bleeding effect. Vines erupt from the Monster’s wounds, dealing [sum] +[dice] damage (no Save). If the damage kills the Monster, their corpse is entirely consumed in a bramble of vines
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times the Monster’s HD or more, they also take [dice] +[dice] lightning damage. If the [sum] is four times the Monster’s HD or more, they also take [dice] +[dice] acid damage. Save for half.
Butterfly Hurricane ◎
Biomancy Y (neg.) Combat or [sum] Minutes Self
Entangling Smoke ◎
A whirling brightly colored mass of butterflies springs into being around you, cloaking you and anyone else Close to you. Any ranged attacks fired into or out of the hurricane automatically miss (AoE effects like dragon’s fire aren’t affected). Anyone inside of the hurricane must Save or become Befuddled for as long as they remain inside - you and up to [dice] Allies are immune.
This spell requires the Narcotic: Pipeweed. You breathe out a plume of smoke; up to [dice] creatures or objects are grabbed by tendrils of this smoke unless they Save. Those who fail move at half speed (meaning it takes 2 Maneuvers to move somewhere Nearby; for Monsters, it means their speed is Slow if it isn’t already). Any Ally fighting this Monster gains a +[dice] bonus to Fight and Guard. The duration is Markovian and depends on the number of [dice] invested.
Clearwater ◎
Elements Y (neg.) Markovian Close or Nearby Target(s)
Elements n/a Instant Self or Close Target(s)
Hearthfire ◎
This mystery can only be invoked during a Breather or a Bivouac. You create [dice] draughts of cold, clear water that have one of the following effects:
Elements n/a Bivouac Close Target(s)
1. Restore [dice] Flesh 2. Restore [sum] Grit
During a Bivouac, you may perform up to [dice] effects, once per die (though you may choose an effect multiple times):
3. Immediately end the effect of a Toxin 4. Immediately end the effect of a Disease
• Repair the [max] Use of an Allies armor to full
Elemental Spray ◎
• Provide Provisions for 1 Ally Elements Y (half) Instant Close or Nearby Target(s)
• Heal up to [dice] Flesh on 1 Ally • Prevent any Wandering Monsters from attacking your camp
You emit [dice] sprays of elements from your fingertips that you can split among [dice] Monsters. For each Monster, if the [sum] of the [dice] targeting the Monster is greater than the Monster’s HD , they take [dice] +[dice] fire damage. If the [sum] is twice the Monster’s HD or more, they also take [dice] +[dice] cold damage. If the [sum] is three 158
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you concentrate, all Close and Nearby Allies gain a +[dice] bonus to their Death checks, up to a maximum of +4.
Extinguish ◎
Elements N Instant Close or Nearby Target(s)
Beams of slushy ice shoot from your outstretched hands and strike up to [dice] +[dice] targets. Multiple beams can hit the same target. If the target is on fire, the flame is immediately extinguished. Flames the size of torches only require 1 [die]; people or animals would require 2 [dice] ; bonfires and the like require 3+ [dice] at the Arbiter’s discretion.
Giantform Sporous Breath ◎
◎
Biomancy Y (neg.) Combat or [sum] Minutes Nearby Target(s)
You grow [dice] x 500cm in height, with strength to match. Your Unarmed Attacks do an extra point of damage for every 2 [dice] you spend, and you can lift an additional [dice] x100kg. If you are wearing Armor when you invoke Giantform, you take [max] Use in Flesh damage, and the Armor is ruined (drops to 0 [max] Use ). You are unable to use ”normal” sized weapons while in Giantform.
You breathe a cloud of mushroom spores into an area Nearby. All Allies and Monsters are affected by the Sporous Breath unless they make their Save. The effects depend on the number of [dice] used: 1) all targets suffer Anathema; 2-3) all targets are Woozy; 4-5 all targets are Befuddled; 6+) all targets are affected with an Iron (d4) Toxin.
Incinerate
Only yourself and Pooka are immune to the effects of the Sporous Breath.
◎
Jötnar Dirge ◎
Biomancy n/a Combat or [sum] Minutes Self
Death n/a Concentration Close Target(s)
Elements N See Below Close Target(s)
This mystery requires you to create a bonfire. You can place up to [dice] inorganic objects into the fire weighing no more than [sum] kg. The objects are burned to a pile of enchanted ash, which can be harvested and stored as an Insignificant item. When you wish the objects to become whole again, you must build a fire and sprinkle the ash inside
You begin droning a hero’s dirge. For as long as
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of it; you can reach into the fire unharmed to pull the objects from the flames as they were when you placed them into the fire. If you perish before the objects are retrieved, the ash reverts to normal, unenchanted ash and the objects are destroyed.
Ray of Fire ◎
Elements Y (neg.) Instant Nearby or Far-Away Target(s)
A narrow beam of fire shoots from your outstretched finger. Make a Fight roll using your ♥FOC with a +[dice] modifier (up to +4); if you hit, the target catches fire for a Markovian duration if they fail a Save. They are only allowed 1 Save. They damage taken by the target is whatever is rolled on the Markovian die each Moment. The beam of fire will also light flammable things alight.
Trollblood ◎
This mystery can be invoked at any time during Combat. As long as you are alive, you regenerate +[dice] Flesh at the bottom of each Moment. This regeneration is negated if the damage is from an acid or fire source. At the end of Combat, this mystery immediately ends (before you can take a Breather).
Preserve ◎
Death n/a Combat Self
Elements Y (neg.) varies Close Target(s)
Witness Me By touching an object, you are able to freeze it for a period of time in order to preserve it. If the object is an Ally or Monster, they must be lying completely still in order to use the liturgy. Unwilling creatures get a Save. While frozen, any toxins, diseases, bleeding, or negative effects are stopped for a period of time, depending on the number of dice spent. You cannot end this liturgy willingly once it has begun, though it could be ended prematurely by great heat (a very large bonfire, for example) or by taking more than [sum] points of damage, which will cause the object to shatter into many pieces.
◎
Death n/a Combat Self
This mystery can only be invoked in Combat. For the remainder of Combat, you gain +[dice] x2 (up to +8) on your Fight checks, and deal +[sum] damage when you hit (rolled each time along with your damage). At the end of Combat, you immediately catch the Vapors and drop to 0 Flesh, and must make a Death check.
1 [die]: Minutes; 2-3 [dice] : Days; 4-5 [dice] : Weeks; 4 [dice] : Months; 6-7 [dice] : Years; 8+ [dice] : Permanent.
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your ♥FOC (instead of your ♣VIG ). If both talons hit, the Monster is also afflicted with Bleeding. Every time your talons deal damage, their damage goes down by 1 (you tell the Arbiter which Talon goes down in damage, either ”left” or ”right”); when one of the Harpy’s Talons hits 0 damage, the talon disappears (you can still strike with the other talon, but it won’t have the Bleeding effect). The talons can strike creatures who are only struck by magical weapons, but because there is no die to roll when dealing damage, it cannot Crit or be Fumbled
Monstrous Dragonbreath ◎
Elements Y (half) Instant Nearby
You breathe out a gout of dragon’s breath before you. The breath deals [sum] +[dice] damage to all creatures Nearby, Save for half damage (plus see below). The type of breath is random, roll a d6 for the type of breath: 1) Fire (Red); 2) Acid (Black); 3) Frost (White); 4) Lightning (Blue); 5) Corrosive Gas (Green); 6) Void (Bone). The additional effect of the dragon’s breath is as follows:
Serpent’s Fang ◎
Make your Fight R⑳ using your ♥FOC . If you succeed, you grapple a Monster and may immediately bite them with your fangs. The Monster takes [dice] damage and begins Bleeding, unless they Save. You may apply Toxins to your fangs, but if you do so you must R✓: ♥FOC or accidentally ingest the Toxin, with the appropriate negative effects.
• Red: Fire. If you fail your Save, you catch fire. Take d4 damage at the top of each Moment until you spend an entire Moment doing ”stop, drop, and roll”. This can be shortened to a single Maneuver if someone helps you. • Black: Acid. If you fail your Save, take d4 acid damage for d4 Moments • White: Frost. If you fail your Save, you are knocked Prone
Slimeform ◎
• Blue: Lightning. If you fail your Save and are wearing metal armor, take an additional 1 point of damage per die • Green: Corrosive gas. If you fail your Save, reduce your Soak by 1, or roll your Armor Use • Bone: Void. If you fail your Save, you catch the Vapors for d4 Markovian
Biomancy n/a [sum] Minutes Self
You transform yourself and all of your Gear into a slime. You can absorb up to [sum] +[dice] damage without any ill effects (damage after this goes straight to Flesh, and immediately ends the mystery). You are unable to attack, talk, cast spells, etc while in Slimeform, but you can move at a the pace of a slow walk, climb walls, hang from the ceiling, and slip under the cracks of doors if you wish.
Harpy’s Talons ◎
Biomancy n/a Combat or [sum] Minutes Self
Force n/a Session Self
Your fingers sprout iron-hard talons. The talons can strike for [dice] damage each up to a maximum of 4. You can strike with both of these Talons in Combat at the same time; roll your Fight die twice using 161
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Tasty
Spidertongue ◎
◎
Biomancy Y (neg.) Combat or [sum] Minutes Self
Biomancy N Combat or [sum] Minutes Close Target(s)
The target object or Monster (alive or dead) smells delicious for the spell’s duration. The smell radiates Nearby in calm air, but can spread on the wind, or leave a trail. Non-intelligent zoological creatures and swarms will be attracted to and attempt to eat the object or Monster first (even if they are supposed to be allies); intelligent creatures get a Save at a [dice] penalty.
You can speak with spiders (and they can speak with you). Small spiders know about water, wind, and bugs. Larger spiders know about people (maybe they can tell them apart). Big, dangerous spiders know all kinds of things. Spiders will be friendly towards you, but if you attack them they’ll fight back. Additionally, your spittle becomes a Toxin whose power depends on the number of [dice] spent: 1-2 [dice] Iron Toxin; 3-4 [dice] Silver Toxin; 5+ [dice] Gold Toxin. Your spittle is enough to poison a drink, a needle or syringe, or infect someone you might bite, but not enough to poison a knife or dagger. The spittle becomes normal when the duration ends.
Tattered Robe ◎
Entropy Y (neg.) Combat or [sum] Minutes Self
You must be wearing robes without armor to use this liturgy. The edges of your robes form into [dice] tatters, each of which can be used as a weapon in combat in addition to your regular attack. The tatters deal no damage and each of their attacks must be rolled separately using your ♥FOC instead of your ♣VIG or ♠DEX - but if you hit the target begins Bleeding unless they make a Save. You can split these attacks among as many Close opponents as you desire. The tatters can also be used to hold small objects, as if they were each a prehensile tail. Each tatter can hold up to 5kg of weight, but cannot attack if they are holding something.
Undead Visage ◎
Death n/a Combat or [sum] Minutes Self
You turn yourself into a hideous undead caricature of your ”normal self”. You immediately become Unhallowed and gain the following effects, based 162
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on the number of [dice] spent: 1-2 you are immune to spells from the Mind Paradigm; 3-4 you are immune to Toxins; 5-6 you are immune to spells of the Force paradigm; 7+ you are immune to iron weapons. These effects are cumulative.
Holy Weapon ◎
You can only speak Graveborn for the duration of the spell. Your Undead form prompts a Sanity or morale check among all who see you (Allies and Monsters alike), unless they have seen you in your Undead form before.
A holy weapon (describe to the Arbiter) appears in your hands that only you can wield. The weapon is a 2-handed weapon that deals [dice] +[dice] damage up to a maximum of 10. In addition, you deal +[dice] damage against Unhallowed creatures. You fight with this weapon using your ♥FOC (instead of your ♣VIG ). Every time the weapon deals damage, its damage goes down by 1; when it hits 0, the weapon disappears. The Holy Weapon can strike creatures who are only struck by magical weapons, but because there is no die to roll when dealing damage, it cannot Crit or be Fumbled.
Righteous Crusader’s Helm ◎
Force n/a Session Self
Force n/a Session Self
Purging Fire You summon an ivory basinet, complete with crest, neck guard, and visor. While worn, the Crusader’s Helm protects you as a normal helmet (ignore certain Physical Wounds, etc), and you can absorb up to [dice] spells of the Mind paradigm without effect. With the visor down you can detect Invisible creatures and are immune to Surprise (including the Drop).
◎
This mystery requires you to create a bonfire. Up to [dice] Allies can step into the flames of the Purging Flames; each Moment they remain inside of the fire; they take 2 damage to Flesh, but can activate 1 of the following effects:
Grounding Mantra ◎
Elements N [sum] Minutes See Below
Elements Y (neg.) Markovian Close Nearby or Far-Away Target(s)
1. Immediately end a Markovian effect; 2. Immediately remove a Curse; 3. Immediately remove a non-serious Spiritual wound;
By invoking this liturgy, you shackle up to [dice] creatures to the ground. They must be touching the ground already when you make the invocation. The creatures must keep at least one limb touching the ground at all times. If they attempt to run, they must R⧁ : ♠DEX with a -[dice] penalty. If they are knocked Prone, they must R⧁ : ♣VIG with a -[dice] penalty to stand up. Save negates.
4. Immediately purge a Toxin Anyone inside of the Purging Flames cannot lie, and must answer truthfully any question asked of them
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chainmail. Your Move drops to d8; the Use for the Armor depends on the number of [dice] invested: 1 d4; 2 d6; 3 d8; 4+ d10. The Mail cannot be repaired; once its Use is exhausted, the Armor disappears.
Satanic Verses ◎
Entropy See Below Instant Close
You shout a holy word, and books, scrolls, and parchment with writing on them burst into holy flame. You can affect all writing in a [dice] meter radius centering on you. If a Grimoire or Fetish is in possession of another (that is, on their person): • the Grimoire will not catch fire if the Philosopher can R⧁ : INT vs. your ♥FOC . They gain a bonus modifier for every spell in the Grimoire, but a -[dice] penalty on their roll.
Revered Aegis ◎
• the Fetish will not catch fire if the owner can R⧁ : ♦INT vs. your ♥FOC . They may add the Fetish’s Use to their roll (and if they roll a 1 or a 2, the Use moves DC⇩), but take a -[dice] penalty
Force n/a Session Self
If the Grimoire or Fetish is not in a persons’ possession at the time the mystery is invoked, it does not get a Save.
Take [dice] Faith and put them ”in reserve”. You summon a brightly mirrored shield that can be Splintered (see the Combat Actions under Core Rules) up to [dice] times before it disappears. Note that Splintering your shield is a Combat Action, and it ends your Moment; conversely, if you already took a Combat Action this Moment, you can’t Splinter the Revered Aegis. Any unused [dice] are lost at the end of the Session. You can only invoke this mystery once per Session.
Sigils will similarly catch aflame if the Arbiter is unable to R⧁ vs. your ♥FOC using a d10 (Minor), d16 (Major), or d24 (Primary) with a -[dice] penalty. The mystery has no effect on Tattoos or spells written in the heads of Philosophers. This mystery is indiscriminate in what writing it will set alight.
Sonorous Seeker
Sacred Mail ◎
◎
Force n/a Session Self
Prophesy N [sum] Minutes See Below
You create a fluttering star of light that twitters like a bird. Name an object using up to [dice] +[dice] words - it can be a person (”the Sty-
You can’t wear any other armor while wearing Sacred Mail. The mail appears as a glimmering suit of
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their Save; magical objects and magical monsters (dragons, unicorns, etc) get a +4 to their Save.
gian witch”) or a thing (”the nearest body of water” or ”the cask of Amontillado”). It has to be something you’ve seen clearly before. Once named, the seeker will fly to it at the speed of an arrow and hover near it, chiming as loud as a bell. If the object is not within the spell’s range, it will try to find a similar object; otherwise, it disappears.
Kismet ◎
Ruinous Doombolt ◎
Take [dice] Faith and put them ”in reserve”. For the remainder of the Session, you may roll one of these [die] to modify any R⑳ or R⧁ roll (by Ally or Monster alike) either plus or minus the [sum] of the die roll. You can only use 1 [die] per roll. Regardless of the [sum] of the [die], the Faith die is lost the moment it is rolled. Any unused [dice] are lost at the end of the Session. You can only invoke this mystery once per Session.
Force Y (half) Instant Far-Away Target(s)
Target takes [sum] +[dice] damage, Save for half. You do not need to see the target, but you do need to know their approximate location, and there must be a clear path a bolt could trace to reach them. The path can be as convoluted as required. The bolt can pass through gaps as small as a fist. Note that this spell can only target Far-Away creatures.
Limbbreaker ◎
Biomancy Y (neg.) Markovian Far-Away Target(s)
The target of this spell must have limbs. With a snap of the fingers, [dice] of the target’s limbs bend, crack, and break. If an arm is broken, anything held in the hand is immediately dropped; if a leg is broken, the creature falls Prone; if both arms are broken, nothing can be picked up (and no spells can be cast); if both legs are broken, the Monster can only crawl. The limbs remain broken for the Markovian duration, after which they immediately heal with no ill effects. Save negates. Note that this spell can only target Far-Away creatures.
Gaze of the Void ◎
Entropy n/a Session See Below
Shrikeblast
Entropy Y (neg.) Instant Nearby or Far-Away Target(s)
◎
A Monster disintegrates into nothingness. The number of [dice] invested must be twice the Monster’s HD + 1 (for example, to disintegrate a 1 HD creature, you must invest 3 [dice] (1x2+1), a 2 HD requires 5 [dice] , etc.) Monsters get a +2 to
Force Y (half) Instant Far-Away Target(s)
You let out a scream which shatters into shards of force. The shards can lacerate up to [dice] Far-Away Monsters and deal [sum] +[dice] total damage (di-
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vided up any way you want). If a Monster is killed by this spell, it will be suspended in the position it was killed for [sum] Minutes by by the shards. A suspended creature is capable of bearing up to its own body weight in additional pressure before falling. Note that this spell can only target Far-Away creatures.
You can anchor a barrier of pure darkness between three or more solid points up to [dice] meters in radius (for example: the 4 points of a door, two trees and the ground, across a hallway, etc). Monsters that touch the blackness must immediately make a morale check with a -[dice] penalty or become Afraid for a Markovian duration. If you spend 3 or more Faith, creatures that make their morale check that then continue through the wall must make a second Save; if they fail, they exit the wall the same way they came in (they will need to make a morale check again to touch the wall if they wish to try to move through it again).
Storm of Hammers ◎
Force Y (half) Concentration Far-Away Target(s)
Invisible hammers of Force strike up to [dice] Monsters from every direction. Target Monsters take [dice] Bashing damage each, depending on how you split the die (Save for half). The liturgy lasts for as long as you Concentrate. Concentration and spell-casting is impossible while being struck by these hammers. Note that this spell can only target Far-Away creatures.
Vermin Swarm ◎
Biomancy n/a Concentration Close or Nearby
You summon a swarm of vermin that crawl up from the ground, walls, and ceiling. The swarm can be directed for as long as you Concentrate and have a Base Speed (d16, 2 Maneuvers). The swarm has [sum] Health and deals [dice] damage to all Monsters Close to them provided a successful Fight roll is made (roll your ♥FOC for your Fight check). Swarms take double damage from attacks that affect multiple targets, and share their Health equally as one ”pool”.
Wall of Gloom ◎
Mind See Below Markovian Nearby or Far-Away
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Necromancy
Crown of Thorns ◎
To reach through the veil between life and death is to plunge your hands into the black rivers surrounding the Isle of the Dead. Necromancy is abhorrent to Hallowed creatures; there are those who insist that Necromancy defies Māna-Yood-Sushāī , while others insist that it would not be possible if it were not permitted.
5 Session (see below)
N Death
A crown of blackberry thorns criss-crosses your forehead; blood leaks from your scalp. Similar to the Virtue of Aura (see Core Rules), you use your Mojo as an Armor Use in Combat. Anyone who strikes you physically (including missile weapons) must Save or immediately take the Bleeding effect.
Necromancy requires the Crux of Mojo, and is divided into three loose groups: Black Magic, Carnomancy, and Corpse Witching. Each Necromantic spell has a ”Target” associated with it - you must roll this number or greater using your Mojo. You can try as many times as you like, but if you roll a 1 or a 2, your Mojo moves DC⇩. Rolling your Mojo in this way is a Maneuver Action.
The effect can be ended at will; otherwise, it lasts until the end of the Session or until your Mojo is exhausted.
Black Magic Born of the Grave ◎
4 Session
N Death
Requires a snort of Corpse Salt. In addition to the Salt’s narcotic abilities (see the Core Rules), you become as one born of the grave: • You take on a sickly/ghostly/rotting aspect. You have [sum] additional Flesh while you are in this form. • You are Unhallowed, breathe dirt as if it were air, have Darkvision, and can speak Graveborn fluently • Any Allies that see you for the first time must roll their Sanity. Monsters must roll their morale • Shades and the Walking Dead will ignore you (unless you mess with them)
Laughin’ Jack ◎
The effect can be ended at will; otherwise, it lasts until the end of the Session
2 0
N Death
In a burst of blue flame and a whiff of brimstone, Laughin’ Jack appears in your hand. Jack appears
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• Lungs: You no longer need to breathe (this makes talking impossible)
as the blackened and burned skull of an infant, roughly the size of a grapefruit. He emits a guttering, bluish corpselight from his eyes and mouth (treat as candlelight); if no one is looking at him, he whispers and chatters to himself in a language no one understands. You may throw Jack (as a Throw weapon, obviously) using your ♥FOC instead of your ♠DEX . Jack explodes for d4+1 damage on impact, and is able to strike creatures only hit by magic. Throwing Jack is a Combat Action.
• Liver: You are not affected by any ingested Toxins. If performed while under the effect of the Toxin, the Toxin is removed from the body along with the liver and placed in Hammerspace. The Toxin must be dealt with when the liver is (presumably) returned to the body.
Corpse Tongue
Storm of Crows ◎
3 Concentration
◎
Y (neg.) Death
An inky murder of crows bursts from the ground in a whirling cloud, cloaking you and anyone Close to you. For as long as you maintain Concentration, any ranged attacks fired into or out of the hurricane automatically miss (AoE effects like dragon’s fire aren’t affected).
• Corpse Smoke: The Corpse Salt is mixed with pipeweed and Smoked (eliminating its Narcotic effects). You gain the languages, memories, and Skills of the corpse for the rest of the Session (but not any spells, supernatural abilities, Virtues, etc.). If the creature’s particularly powerful (Arbiter’s discretion), you must Save vs. Hexes or gain some aspect of the creature’s personality for the duration of the Session. If the creature was over 100 years old, you must R✓: Sanity.
Using Carnomancy on an Ally requires them to make a R✓Sanity check.
Canopic Jar 4 Session
N Death
Using Corpse Tongue requires Corpse Salt
Carnomancy
◎
3 Session or [sum] Minutes
• Speak with Dead: You spread the Corpse Salt on a flat surface (be careful it doesn’t blow away!) The corpse will answer questions for [sum] Minutes (the Arbiter will start a timer). The dead only speak in Graveborn. They will answer honestly, but the words tend to be cryptic and unhelpful, especially if the creature has no reason to help you. Corpses usually don’t remember exactly how they died.
N Death
You pull out yours or an Ally’s stomach, intestines, lungs, or liver and store them in Hammerspace. You can only store 1 organ per person at a time. For each person after the first, the Target increases by +1 (for example, you could store your stomach in Hammerspace, the paladin’s lungs [the Target would 5], and the wizard’s stomach [the Target would be 6]). While the organ is stored in Hammerspace, you (or your Ally) are Unhallowed. Unwilling participants get a Save.
Covenant of Blood ◎
2 (see below) see below
Y (see below) Death
The Covenant of Blood allows you to do the following:
• Stomach: You do not need to eat or drink • Intestines: You can heal Grit even if an effect (like a specific wound) would normally prevent you from doing so
• You can anoint someone with blood from your pricked finger. They are Unhallowed un-
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• Add +1 to the Target (3). You can remove someone’s face and wear it as a mask. You will look exactly like them (but not have their memories, skills, abilities, etc.). The person does not need to be alive to perform this necromancy, but they do need to keep fucking still for a few minutes.
til the end of the Session. Unwilling creatures get a Save. • Add +4 to the Target (6). This rite can only be performed during a Bivouac. You transfer blood from one creature to another; both creatures must be alive at the time of the transference. Each Moment, the ”donor” loses 1 point of Flesh, and the ”recipient” gains 1 point of Flesh. If the donor is brought to 0 Flesh during the transference, the recipient must Save vs Doom or fall to 0 Flesh, prompting a roll of their Death
• Add +2 to the Target (4). You stitch a lost limb or hand to a stump. This requires an available limb of the appropriate size. The limb rots quickly and a new one needs to be attached each Session. The Mystic also can ”feel” what the limb feels (i.e. they can tell if the creature is holding something [but not what], if the creature is walking or running, etc). While the stitched limb is attached, the creature is Unhallowed.
• Add +8 to the Target (10), You heal from drinking another sentient creature’s blood. You may perform this liturgy during a Breather or Bivouac. The creature must be alive when you feast on them; the act of drinking their blood takes their life. Heal yourself to full Flesh and Grit.
Corpse Witching Corpse Witching must be performed on a corpse, no more than 7 days dead (by the law of Māna-Yood-Sushāī ). Corpse Witching consumes (destroys) the corpse
Corpse Salt ◎
2 (see below) 0 or Session
N Death
You create d4 Use of Corpse Salt, a coarse and gritty distillation that can be stored in a tiny pouch or vial. Corpse Salt is a necessary component in certain Necromantic arts, and a Narcotic sought out by Philosophers (see Narcotics under the Core Rules).
Knit Flesh ◎
2 0
Death Scythe
N Death
◎
• You heal 1 HD of Flesh on a single creature. The healed flesh will appear gray and bloodless; wounds are sealed with wire and crude staples. Horrible scars are usually left behind. You can only do this once per creature during a Breather or Bivouac (before you restore any Mojo).
4 N Session or Until Exhausted
The corpse disintegrates as you pluck a black scythe from its center of mass. The scythe is 2 Handed and does d8 damage; this d8 is a Use - when you exhaust the Use , the scythe disappears. Against Monsters of the same type, the scythe has the Weapon Trait: Cleave (for example, a scythe made 169
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ground and is immediately consumed.
from a troll corpse would have Cleave against trolls.) The scythe is only usable by you and counts as a magic weapon; it does not count as a Significant Item. You must make a successful Fight check using your ♥FOC (instead of ♣VIG or ♠DEX ) to hit with the weapon.
Zombie (Monster Stats)
Exploding Corpse ◎
3 Combat
N Death
Wk
d20
Dmg
2d4 1 Close
Hlth 2 HD (Strong) [0] Save 2
Pack Zombies always go last in Combat. Zombies will try to grapple and bite automatically on following Moments. Zombie are Pack creatures (gain +1 damage for every Nearby zombie)
Zombie 5 Session or Conc.
Slow*
Morale n/a
A corpse Close or Nearby to you explodes in a shower of bone and blood. Anyone Close to the corpse must Save vs Hexes or take [sum] damage. Makes a really big fucking mess.
◎
Mv
N Death
• Slave: You raise a corpse to help with mundane tasks, test for traps, etc. The corpse moves very slowly (d3 Move ) but doesn’t need to eat, sleep, rest, or breathe. The corpse cannot Fight or Guard, and any damage to it (including Curse the Unhallowed) immediately destroys the Zombie. The Zombie has the strength of a normal person and can carry 25kg worth of stuff without tiring, but it’ll need to be strapped to them (in a backpack or whatever). Arbiter gets final say on what’s allowed. The corpse can obey one word commands i.e. ”dig”, ”sit”, ”go”, ”stop”, etc. The corpse can only understand Graveborn. It is completely mindless and extremely literal. The corpse will obey your last command until the spell’s duration expires. When the spell ends, the corpse falls to the ground and is immediately consumed. • Warrior: Creating a Warrior adds +3 to the Target (8). The corpse is raised and will fight for you for as long as you maintain Concentration. The Zombie uses your Mojo to Fight and Guard; you can raise as many Warriors as you wish, but they each use your Mojo to Fight and Guard. If you exhaust your Mojo or cease Concentration, the corpse falls to the
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Sacraments
Consecrate
The Seven Sacraments are invoked by Mystics through the Gift of Grace
Grace Concentration
N None
You exude a [dice] meter diameter circle of Hallowed Ground around yourself. You cannot move or be carried while concentrating on this Sacrament. Note that the area of Hallowed Ground will temporarily cancel out the effects of Unhallowed Earth (making it ”normal”), but that Sacraments cannot be performed while you are on Unhallowed Earth.
Curse the Unhallowed
Grace 0
Y Splittable
Up to [dice] Unhallowed creatures take [sum] + [dice] damage (Save for half). You can divide this damage up any way you like. Oberlan Xi, Mystic of Pilzesser, performs the sacrament of Curse the Unhallowed on a ghoul and a group of skeletons. He rolls 3 d4 Grace dice in the attempt and gets a 9 - adding the number of [dice] he rolled, this becomes a 12 (9+3). He can affect up to 3 creatures, and decides to deal 6 damage to the ghoul and 3 damage to two of the skeletons (he could also have just dealt 12 damage to the ghoul if he preferred).
Bless
Grace Session
N Splittable
Heal
Choose one unique effect per Grace die invested: 1. The Ally can automatically make a single Save roll; 2. The Ally can automatically succeed on a single R⑳ or R✓check; 3. The Ally can immediately end a Markovian duration affecting them; 4. The Ally or object is Hallowed for the remainder of the Session (this negates the detriment Unhallowed)
Grace Concentration
N None
Heal up to [sum] points of Flesh by touch. You may distribute healing among as many creatures as you would like, as long as the total Flesh healed does not exceed [sum] and you maintain concentration. If you invest 4 [dice] or more, you may instead heal a single target’s Flesh fully
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Loaves and Fishes
Grace 0
Walk on Water N None
You create enough food to feed [sum] people for one meal, along with clean water to fill one mug per person. Mugs, utensils, and condiments are not provided. Those that participate in the meal do not need to roll Provisions for a Bivouac.
Grace 0
N Splittable
You and up to [dice] -1 Allies can slowly walk over water for as long as you maintain Concentration.
Meditation
Grace Concentration
N 0
You drop into deep meditation. It needs to be quietish, so you can’t do it during Combat. You can do up to [dice] of the following (you can only choose each option once per Meditation): a) Heal 1 Use of damage to an Intangible Stat b) Roll your ♥FOC and heal that much Flesh (up to [max] ) c) Roll your ♥FOC and heal that much Grit (up to [max] ) d) Purge yourself of a Toxin
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Whispers
Flink Lighthand is 3rd level and a Footpad in the Whispers of Sun Wukong (so he has d6 Whisper and d6 Luck ), and he’s robbing a crypt. Creeping down a hallway he peeks through the broken door of an antechamber, and sees the glint of gold at the far end. Flink’s sixth-sense is tingling though, and he asks the Arbiter if he sees any traps in here. The Arbiter knows there’s a cunning poisoned spear trap in the room and assigns a Target of 4/2 to it (4 to find it and 2 to disarm it). Flink rolls his Whisper and gets a 4 - he smells a whiff of tarantula venom in the air, and the large flagstone just inside the door seems to shimmer for a moment. Bending close to the flagstone that would release the trap, Flink whispers to it and asks it to lock in place. He rolls again ... and gets a 1! Thinking quickly, Flink rolls his Luck and rolls a 4. He adds 4 to his roll, making it a 5. Lucky break - he mixed up the words of the Whisper, but it worked out better than he hoped.
Whispers are the disciplines, incantations, hedge magic, illusion, sleight-of-hand, and minor telepathy that constitute the Left Hand Path. Passed down through instruction, ancient books, and word-ofmouth, Whispers allow you to trick reality into doing what you want. Rolling your Whisper should only be required by the Arbiter if the difference between success and failure would be interesting, or when the attempt shouldn’t be an automatic success. Your skill in each of the four Whispers is represented by one of the following Static die, called a Whisper . If you are ”Untrained” in one of the Whispers, it means you know only the bare details; you would only succeed if the difference between success and failure would be uninteresting or an automatic success. Rank Untrained Apprentice Footpad Sharper Master
Later, Flink finds himself in a spot where he has to climb a rocky cliff to continue his journey. Flink is ”Untrained” in the Whispers of Anne Bonny, but the Arbiter decides that the difference between success and failure isn’t interesting at this point of the adventure (she’d rather get him to the surprises she has on the other side!). Flink’s natural ability as a Knave is enough for him to scamper up the rock face. If the Arbiter felt that this was difficult enough to not be automatic, Flink could still roll his Luck and add it to his rank of 1 (Untrained) to try to get up the wall...
Whisper 1 d4 Static d6 Static d8 Static d10 Static
You may buy additional ranks in a Whisper when you advance in level You must be unarmored or wearing Light Armor to use your Whispers. You cannot perform Whispers while using a shield. Using a Whisper in combat is a Basic Maneuver. Finally, Whispers require verbalization; you must be able to speak in order to use a Whisper (a common punishment for thieves is to cut out their tongues). R⧁ : Whisper + Modifiers vs. Target If the Arbiter decides the roll is required, she will set a Target (a number between 2 and 9) for the roll (details on difficulty are found in the Arbiter’s section on Knavery). R⧁ than this number using your Whisper (ties go to the Adventurer!) You may use your Luck to affect your Whisper roll, but it can never provide more than a +4 Modifier.
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Whispers of Sun Wukong Sun Wukong is known as The Thief. His teachings show the secret ways of hiding things on your person so they are difficult to find; uncovering and understanding the mechanisms of traps, snares, and Inscribed Sigils and chide them into disarming themselves; and opening locked chests, doors, and prisons. If you are a student of the Whispers of Sun Wukong, you can make a sack, bag, or satchel into a Hammerspace Bag. You can only have 1 Hammerspace Bag in existence at a time. The Hammerspace Bag can contain up to 12 Significant Items. Searching for a Significant Item is a 1-in-(number of items) chance of finding it per Moment i.e. if you have 6 Significant Items in the bag, you have a 1-in-6 chance of pulling it out in a Moment. You can pull out Insignificant Items stored in the bag immediately. If you die, all of the contents of the bag are immediately ejected
Whispers of Anne Bonny
Whispers of The Bride
Also known as The Swashbuckler, Anne Bonny’s instructions show the ways to scale impenetrable fortresses, icy cliffs, and wizard’s towers; swing from ropes and vines; disguise yourself to escape patrolling soldiers or to get past armed guards; and forge documents to start wars or gain access to restricted areas. If you are a student of the Whispers of Anne Bonny, a Knave’s Sword gains both the Rend and Cleave ability in your capable hands.
The Bride is known by many names, none of them spoken aloud: Lady Death, the Banshee, the Viper, etc. Education in the Whispers of the Bride teaches you the mental tricks, hypnotism, and observation necessary to sneak past (or behind) people without them noticing you, to silence the clink of coins in your pocket and the sound of your breath and heartbeat. In addition, the Bride teaches you the finer points of committing Murder, provided you get the Drop . If you are a student of the Whispers of the Bride, you do not need to make ♠DEX checks for handling Toxins or Acids.
Whispers of Br’er Rabbit Br’er Rabbit (The Curious) knows a thing or two about tight squeezes. His Whispers can help you remove items from pockets without anyone seeing; perform sleight-of-hand, ventriloquism, and distraction to befuddle your marks; escape from ropes and manacles; and cast spells from Fetishes. If you are a student of the Whispers of Br’er Rabbit, you can turn Invisible (as the spell) once per Session. When casting spells from a Fetish, you roll your Whisper for the Whispers of Br’er Rabbit instead of Blood Dice. You can add the result of a Luck to this roll as well. The difficulty of reading a spell off a specific Fetish is up to the Arbiter, but the difficulty should default to ”automatic”
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Murder
Deego Foxears (3rd Level Knave and student of The Bride) and Stalwart Hamhands (3rd Level Sellsword) come around the corner and surprise a clutch of three Ghouls and a necromancer standing at an altar. The ghouls are Close and the necromancer is Nearby. The Arbiter rules the ghouls and necromancer are surprised, so Flink has The Drop. He tries his Fight R⑳ and succeeds. He’s armed with a Knave Sword and opts to attack ”Cautiously”. He deals 11 damage (8 for the sword + [lvl] ) and stabs a ghoul through the heart before it can react. Stalwart steps up behind him and guts another ghoul with his polearm. The single remaining ghoul rolls morale and foolishly decides to stay and fight.
If you get The Drop on someone, you can attempt a Murder. Murder can only be performed at Close range with a Shortsword, Dagger, Club, or Hand Axe. Make a standard Fight R⑳ ; if you hit, pick one of the following attacks:
• Cautious: You automatically Crit (do maximum damage + [lvl] ). Any weapon. • Reckless: You do 3d6 damage. Any weapon. • Bloody: You roll damage normally, but the Monster is also Bleeding. Stabbing only. • Waylaying: You can either roll damage and the Monster is Woozy, or do no damage and the Monster must Save or be Knocked Out. Bashing only.
Deego and Stalwart roll Init - Deego rolls well over 20, Stalwart less so (he’s wearing plate mail). Deego takes the opportunity to duck into the shadows to try to get the Drop on the necromancer. The Arbiter gives the difficulty a 3 (2 for the ghoul’s HD ; an extra 1 because the ghoul is Close and aware Deego’s there, but he’s mostly focused on the huge armored guy with a polearm; and no modifier for the necromancer, who’s completely absorbed in his ritual). Deego rolls his d6 and gets a 5, and slips out of view. The Ghoul attacks Stalwart and hits, but Stalwart is able to absorb the damage with his Grit. The necromancer seems to be trying to finish his ritual and doesn’t make a move. It’s Stalwart and Deego’s turn; Deego takes another Tactical Maneuver and moves Nearby (right behind the necromancer), while Stalwart engages the remaining ghoul. Depending on how Init goes the next Moment, Deego will be able to take a Combat Action, and hopefully stop the wizard from releasing some eldritch horror ...
Murder is a Combat Action, so it can’t be combined with other Combat Actions (like Florentine). Damage bypasses any Armor or Soak, if applicable (you slip the blade between the Monster’s scales / plate mail / chink in carapace). Once you commit a Murder, you no longer have the Drop unless you’re able to get out of sight again. Note that Monsters who are Amorphous or immune to surprise cannot be Murdered.
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Wizardry [B]lood aids great sorcery!” thundered Xaltotun, in a voice that made the rocks quiver ∼ R.E.H., ”The Hour of the Dragon” The arcana of Wizardry are powered through blood; to manifest a spell you must roll one or more of your Blood Dice - how many is up to you, but you have to roll them all at once. Each Blood Die is a Pool , meaning if you roll a natural 1 or a 2, you lose the die. Rolling 3 dice or more carries an additional risk: • If you roll any triples, roll on the Mishap table. The spell works. • If you roll any quadruples, roll on the Calamity table. The spell fails. • If you roll any quintuples, roll on the Ruin table. The spell fails. This will most likely kill you.
Components If you have the Virtue: Crux of Blood, you can harvest and use components to cast spells:
You restore 1 Blood Die when you take a Bivouac. You restore all your Blood Die during a Vacation. If you are out of Blood, you can attempt to ride the Torrent
Harvest Component R⑳ : ♦INT plus d6 plus d20 plus Modifiers
The Torrent
Don’t forget to add your [lvl] , since this roll uses your ♦INT !
If you have 0 Blood Dice in your pool, you can try to cast your Wizardry arcana directly from the Torrent (a dangerous proposition). For each Blood Die you want to add to your Wizardry, try the following R⑳ :
If you succeed on your R⑳ try, gain d4 Use of a Component. You decide what Components augment which spells. For example, you could declare that kobold’s eyes are a component for the spell Sleep. If you succeed in your R⑳ try, then kobold’s eyes are always a component for Sleep (note it on your character sheet) for YOU and not for anyone else (someone else’s version of Sleep has a different way of casting, needs boggart boogers or whatever).
Torrent R⑳ : ♦INT plus d6 plus Modifiers Don’t forget to add your [lvl] , since this roll uses your ♦INT ! If you succeed, you can add a Blood Die to the spell. You can do this as many times as you like for each spell. If you fail any R⑳ attempt, the spell fails and you suffer a Calamity.
If you cast a spell with a Component, then you only burn a Blood die if you roll a 1 (instead of a 1 or 2). Components are Insignificant items, but using a component consumes it in a puff of smoke / blue flame / swarm of gnats etc.
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• Components can only be harvested during a Breather, and have to be from one of the Monsters you’ve (presumably) killed. It has to be something you can reasonably carry (Arbiter’s choice) - basilisk tongue, OK. Green slime, not OK.
Wizards’ Duel Certain spells can be countered by other spells for example, Balthazar’s Breathtaking Blast can be countered by Mighty Lungs, and Invisibility can be dispelled by the wisps summoned in the Fool’s Fire spell.
• Monsters only provide one component. You can’t say kobold’s eyes help Magic Missile and kobold’s tongues help cast Battering Beam.
If you attempt to counter a spell and the Sorcerer who cast it is not present (that is, not somewhere Close, Nearby, Far-Away, or Distant) you automatically succeed. Otherwise, you enter into a duel with the other Sorcerer.
• You can only try once per Monster type per Breather, so if you kill 9 kobolds and 14 trolls then you get two shots - once on kobolds and once on trolls.
Each Sorcerer must R⧁ : ♦INT , adding their [lvl] and the [dice] invested in the spell as well as any other modifiers.
• You can only harvest d4 Use from a Monster no matter how many there are - 9 kobolds or 1, you get d4 Use
A Wizards’ Duel is R⧁ : ♦INT plus [lvl] plus [dice]
Grimoires The winner’s spell stays, the loser’s spell goes. Put another way:
Grimoires are solid, with thick vellum pages and a sturdy cover. Special runes and symbols trap spells inside cages of crystallized thought. Each book contains enough room for 10 spells. Some spells must be stored across several pages for safety, so the books contain more than 10 pages, and have plenty of room for notes, ledgers, or sketches - and curses, hexes, coded and cryptic entries written with poisonous and hallucinogenic inks. Grimoires start in a waterproof, acid- and fire-resistant bag. Outside the bag, they are not waterproof and are quite flammable. See the section on Inscription for more details.
• If you are countering a spell and you win, the spell you’re attempting to counter is dispelled and your spell takes effect • If you are countering a spell and you lose, the spell you’re attempting counter remains and your spell fizzles with no effect. If you attempt to counter a spell and you roll a Calamity or Ruin, the counterspell doesn’t work.
Fetishes Fetishes are inscribed with a single spell from your Grimoire, cranium, or another fetish. All fetishes have a Use of d4 - when the Use is exhausted, the magical words disappear from the fetish. A Sorcerer’s skull counts as a fetish, though obviously the brain can’t be in the way if you want to read it. See the section on Inscription for more details. You may cast the spell from the Fetish with any number of Blood you choose, OR you may forgo the Blood die and roll a single d6 for the effect.
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Acid Arrow
Elements 0/Markovian None
Balthazar’s Breathtaking Blast ◎
N None Nearby or FarAway Monster or Object
Biomancy Markovian None
◎
Y (negate) Mighty Lungs Nearby or Far-Away point
A marble-sized bead of shit lands at a Nearby or Far-Away point you select. You can cause the sphere to detonate at any time in [dice] Hours (including immediately). All creatures Close or Nearby the sphere’s detonation must Save or immediately become Sickened, and the area is filled with a thick green mist that lasts for [dice] Hours. Any who enter the mist during this time must Save or become Sickened, though you smell it and see it before you’re in it, so you won’t stumble into it blindly. Animals will avoid the area for the Markovian duration. The spell does not affect creatures with no sense of smell, mindless creatures, or creatures who habitually live in filth (goblins, shambling mounds, etc.). The mist can be dispelled by Mighty Lungs if a Wizards’ Duel is lost.
You throw an acidic arrow at a Monster or object. You must make a successful Fight check using your ♦INT (instead of ♣VIG or ♠DEX ). If you succeed: 1. If the target is wearing Armor, they must make a Use check at the start of every Moment for the Markovian duration of the spell. If they are using a shield, they may immediately sunder it to nullify the spell; 2. If they are not wearing Armor, they must take [dice] additional damage at the start of every Moment for the Markovian duration of the spell; 3. If the target is an object, it will melt a [dice] x 10cm cubic area of wood, metal, or stone.
Bastogne’s Glamping Charm Arcadia’s Bulwark
Mind Session None
◎
N Acid Arrow Self
Force Bivouac None
◎
N Morass Close
In an area you designate, a magical camp appears where you and [dice] -1 allies can Bivouac. The camp includes a bedroll, a sleeping platform, a small purple and gold tent, a small table and chair, a kettle, a cookpot with a stew going, an iron arm to hold the kettle or cookpot over a fire, a book entitled ”The Erotic Poems of Plumtarch” (less erotic than expected), and a pair of dry wool socks for up to [dice] people. Any items removed from the area vanish instantly. In the spell’s area, the temperature is moderated very slightly, wind and rain are lessened, and vermin cannot enter. The tents are immune to casual attack, including from wandering Monsters (anyone sleeping outside the tents might not be so lucky). Up to [dice] people staying at the camp can forego a single Provisions Use roll during their Bivouac. The campsite can be utterly dispelled by Morass if a Wizards’ Duel is lost.
A spectral shield with a heraldic device of your choosing appears in the vicinity of your nondominant arm. The shield moves on its own to block Throw and Shoot weapons, and can absorb up to [sum] + [dice] damage before it dissipates. You can also Sunder this shield (like the Combat ability), which also causes it to dissipate. You can still cast spells while this shield is summoned. An Acid Arrow fired into the shield will dispel it if a Wizards’ Duel is lost.
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Battering Beam
Force Concentration Contested
Charm ◎
N Battering Beam Close or Nearby Monster or Object
Cacaphony Entropy Varies
None
◎
◎
Y (negate) Charm Close Monster(s)
Ensorcel one or more Monsters whose combined HD is less than or equal to [dice] . Save negates; otherwise, they will regard you as a good friend and ignore the obvious spell you just cast on them. The effect lasts for the entire Session unless you ask them to do something they might think was a little weird: attack an ally, let you through an area they’re supposed to be guarding, etc. (this is up to the Arbiter’s discretion). This prompts a R⧁ : ♥FOC try with a -[dice] penalty. You must touch the target’s flesh (like with a handshake) to cast the spell. The charmed person must stay Close, Nearby, or Far-Away from you - if you ever move beyond this distance, the spell is ended. The Charm can be broken and dispelled by another Charm if a Wizards’ Duel is lost.
A beam of force erupts from your forehead and strikes something you can see, pushing it backwards. Every Moment, the creature or object is pushed 5m in the direction you are looking. If it’s an object, you can push up to [dice] x100kg. If it’s a creature, they can try to R⧁ : ♣VIG with a [dice] penalty to fight back. If you lose the R⧁ try, the spell immediately ends - otherwise, the spell lasts as long as you concentrate. If the target cannot move backwards, it takes [dice] damage. The Battering Beam can be dispelled by another Battering Beam if a Wizards’ Duel is lost.
Mind Session Contested
Y (negate) Negasonic Bomb Nearby or Far-Away point
You roll a small orb of Entropy to a point Nearby or Far-Away; the orb rolls silently and is hard to see. At any time for the next [sum] Hours, you can have the orb detonate into an incredibly loud clattering, wailing, and whistling. Creatures Close to the designated point must Save or be Stunned for [dice] Moments. It is audible in clear air up to a [dice] km away. You can designate [dice] conditions under which the orb will detonate. For example, you could say ”now”; ”if anyone steps on it”; or ”if water touches it”. The conditions must be obvious and must occur within 1m of the orb. When the spell’s duration expires, you can choose to have the orb detonate (as above) or vanish silently. The Cacaphony can be dispelled by a Negasonic Bomb if a Wizards’ Duel is lost.
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weapon of Force. You can change the type of weapon by using 1 Maneuver in Combat. The weapon does [dice] damage and can hit creatures only affected by magic. Only you can fight with the Ego Weapon. You must make a successful Fight check using your ♦INT (instead of ♣VIG or ♠DEX ) to hit with the weapon. A Helping Hand can wield an Ego Weapon, but you can only have 1 Ego Weapon in existence at a time. The weapon lasts for the entire Session. It can be dispelled by a Greaseball if a Wizards’ Duel is lost; it will dispel an Illusion spell with a touch if a Wizards’ Duel is won.
Color Spray
Mind 0 / Markovian Splittable
◎
Y (negate) None Close or Nearby Monster(s)
You emit [dice] sprays of color from your fingertips that you can split among [dice] Monsters. For each Monster, if the [sum] of the [dice] targeting the Monster is twice as much (equal to or greater) as the Monster’s HD , it is Befuddled (the duration is Markovian and depends on the number of dice invested). If [sum] is three times the Monster’s HD , it is Stunned for a Moment, then Befuddled as above. If [sum] is five times the creature’s HD , it is Stunned (the duration is Markovian and depends on the number of dice invested), then Befuddled (Markovian duration). Save negates.
Enervate
Mind Combat or [sum] Minutes
None
◎
◎
Y (half) None Close or Nearby Magical Monster
Often used to target sorcerers or seriously magical creatures (unicorns, dragons, etc). In the case of Philosophers who know the Crux of Blood, they take [dice] damage for each unspent Blood pool they possess; in the case of a magical Monster, they take [sum] +[dice] damage. Save for half damage, but Philosophers who fail their Save must also immediately roll their remaining Blood die as if they were casting a spell (any rolls of a 1 or a 2 loses the die; if you roll doubles a Mishap occurs; etc) though no spell will actually be cast. Non-magical creatures, or creatures that have no Blood die, are unaffected by this spell.
Commanding Presence
Entropy 0 None
N Balthazar’s Breathtaking Blast Self
You grow +[dice] meters in height, and your features and voice become terrible and commanding. Creatures of less than [dice] HD must test morale or flee in terror. You can use your ♦INT in place of any rolls where you would normally use ♣VIG . If you enter the radius of Balthazar’s Breathtaking Blast, or if the spell is cast Close to you, the Commanding Presence is dispelled if a Wizards’ Duel is lost.
Fireball
Elements 0 None
◎
Y (half) None Any point
Ego Weapon
Mind Session None
◎
Throw a ball of fire somewhere Close, Nearby, or Far Away. Everyone Close to the detonation takes [sum] fire damage (Save for half), and highly flammable things are set aflame (curtains, dry trees, and oil but not people or buildings).
N Greaseball Self
You can summon a Bashing, Cutting, or Stabbing
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[dice] Monsters that are Close to them. The Befuddle affect lasts as long as you concentrate. The Monsters immediately get a Save to negate (one for each wisp that’s targeting them), but a successful Save does not end the spell. If any of the wisps are struck by an Enervate spell, they are all dispelled if a Wizards’ Duel is lost. When a wisp is dispelled, any Monsters Befuddled by the wisp are released from the effect.
Fogbank
Elements Combat or [sum] Minutes None
N Mighty Lungs
◎
Close
Greaseball
You summon a bank of swirling and shifting fog that exists for as long as you concentrate. The fog can move with you, or you can mentally direct it to move Nearby (takes 1 Maneuver). The fog will blanket [sum] creatures or a space [dice] +[dice] meters cubed. Missiles that are thrown or shot into the fog strike a random target; nothing can be thrown or shot out of the fog. The fog extinguishes small flames (torches, candles, etc) Creatures who attempt to Fight while inside of the fog act as if they were Befuddled; however, anyone attempting to Murder someone else in the fog succeeds automatically.
Entropy Concentration Splittable
◎
Entropy Markovian
None
◎
N Pritchard’s Gusty Belch (acid) Close or Nearby Monster or Object
Toss a small ball of grease at a point on the ground Close or Nearby. If you would prefer to throw the ball at a person or object, make a Fight R⑳ using your ♦INT - if you miss, it dissipates. If thrown at the ground, the surface becomes slick with a thick oil; anyone attempting to move through the area must R⑳ using ♠DEX +Move with a -[dice] penalty or immediately fall Prone. It requires a successful R⑳ as above to get up again. If you throw it at a creature, the effect is as above, plus they can’t hold anything without dropping it. If you throw it at an object, the object becomes impossible to carry or hold until the grease is removed with a mild or strong acid. Pritchard’s Gusty Belch (acid variety) will dispel the grease if a Wizards’ Duel is lost. The grease is highly flammable.
Fool’s Fire
Y (negate) Enervate Close or Nearby point
Grimm’s Electric Fingers
You project [dice] will-o’the-wisps into an area Close or Nearby. The wisps can move one range (Close to Nearby, Nearby to Far Away, etc) each Moment for as long as you concentrate. You can split the wisps up any way you like but they can’t be more than Far-Away from you. The wisps do not shed heat, do not require air, and can’t be doused by water. They shed a steady yellow light the brightness of a torch. At the top of the Moment, you can command up to [dice] wisps to Befuddle up to
Elements 0 None
◎
Y (half) None Close or Nearby Monster or Object
Forks of lightning erupt from your outstretched hands, striking a Close or Nearby target for [sum] damage (Save for half). You can cause the lightning to ”jump” up to [dice] -1 times to another
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creature or object Close by, provided they are conductive (iron armor, metal ladders, etc). Magic swords aren’t conductive. You can ”ping-pong” between two objects if you desire. Creatures struck by any bolt after the first take [dice] damage (no Save). Objects struck by subordinate bolts will become momentarily electrified, and deal a shock that could cause someone to lose their grip unless they R⑳ : ♣VIG + ♥FOC with a -[dice] penalty.
caught in a Web spell, it will disappear if a Wizards’ Duel is lost. At the end of the Session, roll a d6. If you roll a 1, your hand comes back as something else (a claw, a tentacle, etc) at the Arbiter’s discretion - otherwise, it returns as normal.
Heroic Leap
Hammerspace Mule
Force Session Hammerspace ◎
N Illusion Close
Biomancy 0 None
◎
N None Self or Close Ally
You and up to [dice] -1 allies can leap ♣VIG +[sum] meters high and/or ♣VIG +[sum] meters forward in a straight line. You take no damage on landing, provided you land on or above the level you started from. For example, you could leap from the ground to top of a steeple, or you could leap over the steeple to land on the ground, but you couldn’t leap from the top of a steeple to the ground. When you land, you can make a R✓: ♠DEX (R✓: ♦INT if you are the caster) and if you succeed, you can leap again. You can do this up to [dice] times. You can’t cast spells or Fight while you’re jumping around.
You create a spectral mule out of pure Force. The mule carries two magical saddlebags that can each hold [sum] Significant Items whose combined weight doesn’t exceed [dice] x 200kg (a reminder that a person is 25 Significant Items, and small creatures are 15). The mule walks at a brisk trot. It will stop and turn at your verbal command, but you cannot make it reverse or slow down. You can only give it the commands ”go”, ”stop”, ”left”, and ”right”. If the mule takes any damage, it immediately disappears and drops all the items on the ground. The mule will obey your last command until the spell’s duration expires. Hammerspace Mules think that Illusions are real; if the Illusion would damage them in some way (a pit they would fall into, a spear they would run into, etc) the Mule is dispelled (dropping its items on the ground) if a Wizards’ Duel is lost.
Hollow Head
Biomancy Session Hammerspace ◎
N None Self
Helping Hand
Biomancy Concentration None
◎
You brain disappears and your head has a hinge that opens like a box, but only you know this and only you can open it. For the rest of the Session, you are immune to the next [dice] spells from the Mind paradigm, and you can fit up to [sum] Significant Items inside of your head in Hammerspace (pulling one of these items out takes a Maneuver). When you resist the final Mind paradigm spell, the enchantment immediately ends. If the spell ends while items are stored in your head they will mix with your brain-matter. Usually this is fatal, though ambitious sorcerers sometimes add drugs. While your head is hollow, another sorcerer could read the spell(s) inscribed on the inside.
N Web Self
You can detach either hand from its wrist. The hand floats at chest height and can hold anything you could normally hold. The hand can’t use any weapons except for an Ego Weapon. It can grab shirts, press buttons, and shove people (but not too hard). If anyone attacks the hand, you have to roll your Guard as if they were attacking you. If your hand takes any damage, it disappears for the rest of the Session. Additionally, if the Hand is ever
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Save is frozen to whatever surfaces they are touching. Keys are frozen in locks; swords are frozen to hands; boots are frozen to the ground (creatures are usually immobilized from the boots down unless they were playing in a fountain or something). The objects are stuck until the for a Markovian duration, based on the number of [dice] used.
Illusion
Elements Session None
◎
◎
N Ego Weapon Varies
You create an illusion of anything you desire. If anything touches the illusion, it will pass through it with no effect. The illusion cannot be greater than [dice] x [dice] meters in size. Think of the illusion as a perfectly accurate hologram that you are creating the illusion can be heard in addition to being seen, can perform the same action over and over again, and can deliver messages, but it can’t interact in a meaningful way or perform complex actions based on external forces.
Ice Bridge Step
Mind Varies None
N Greaseball Self
Each aspect of the illusion requires one or more Blood die to cast: You want the illusion to say up to [dice] + [dice] words or make [dice] + [dice] sounds (wailing, shouting, etc) You want the illusion to be a physical thing (hole in the ground, stone wall, orc guard, etc) You want the illusion to be able to move up to [dice] meters You want to cast the illusion on a living creature (disguise them as a beggar or a lamp post)
You and up to [dice] -1 allies can run over liquids as if they were land. Ice forms beneath your feet with each step. If you slow down (to walk, fight, etc), you’ll sink. Very wavy seas may require you to R✓: ♠DEX . Very hot liquids (like lava) may require you to R✓: ♦INT . The ability is dispelled if you are struck by a Greaseball spell and you fail a Wizards’ Duel.
Icebolt
Elements 0 / Markovian None
◎
Note that there is some Arbiter’s discretion here. A guard pacing in front of a door might cost 2 [dice] (a physical thing moving back and forth 2 meters), but if you want the illusion of acrobats or pouncing lions it will be more costly. A disguise cast on someone to appear to be a beggar might cost 1 [die] (a living creature wearing the face and clothing of a random beggar), but disguising yourself as the king will be significantly harder.
Y (half) None Close or Nearby point (straight line)
Throw a bolt of ice at a target Close or Nearby. The bolt will travel in a straight line from your fingers. Anything touched by the bolt takes [sum] damage, Save for half. Additionally, everything that fails its
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must Save or take a -[dice] penalty on their Fight roll. The vermin won’t move from the spot where they are summoned, and will remain until the spell expires. If the target is an object, the vermin will do minor cosmetic damage, such as chewing holes in paper, gnawing wood, chipping paint, and scratching glass. Mighty Lungs will dispel the swarm if a Wizards’ Duel is lost.
Weapon, it will disappear if a Wizards’ Duel is lost.
Invisibility
Entropy Varies None
◎
N Fool’s Fire Self or Close Allies or Objects
Knife Trick
Up to [dice] objects or creatures can be made invisible (including yourself), and will remain that way as long as they don’t move. As soon as the creature or object moves (or is moved), the charm is broken. Invisible creatures can see other invisible and hidden objects (including Knaves using Whispers). If this spell is cast on something Invisible, it will force the object to become seen. The duration of the charm depends on the dice invested. 1 [die]: [sum] Moments; 2 [dice] : Minutes; 3 [dice] : Hours; 4 [dice] Days; 5 [dice] : Weeks; 6+ [dice] : Forever. The wisps from a Fool’s Fire can dispel the Invisibility of a Wizards’ Duel is lost.
Force Session
Splittable
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N Grimm’s Electric Fingers Close; Nearby; Far Away
Up to [dice] daggers orbit your head like a halo or crown. These must be daggers in your possession. Magic and silver daggers are OK, as are other ”dagger-like” items (icicles, shards of glass, etc) at the Arbiter’s discretion. At any time during the Session, you can mentally ”throw” one or more of these daggers at things that are Close, Nearby, or FarAway with unerring accuracy. This could be used to sever a rope or pin something to a wall (or stick into someone’s chest) - but no Gambits, that wouldn’t be fair. Each dagger does [sum] +[dice] damage i.e. if you were to throw 1 dagger at someone, it would do d6+1, two daggers 2d6+2, etc. Grimm’s Electric Fingers will dispel the magic and cause the daggers to fall to the ground if a Wizards’ Duel is lost.
Knock
Kelsier’s Swarm of Irritating Vermin
Force Markovian None
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N Mighty Lungs Close; Nearby; Far Away
Entropy 0 None
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N Lock Close or Nearby Objects
[dice] Close or Nearby object(s) is/are opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Ideas or thoughts can be unlocked from a mind if a R⧁ : ♦INT contest is lost. Objects locked by the Lock spell are opened if a Wizards’ Duel is won.
You summon a cloud of tiny, magical, irritating vermin to an area Close, Nearby, or Far-Away. The vermin deal [dice] damage per Moment to every living creature Close to them, but no damage to nonliving creatures or objects. At the top of each Moment they are in the cloud, a non-mindless creature 184
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Up to [dice] non-living thing slam shut and can’t be opened. If the object is a door, chest, or something like it, it will slam shut forcefully and loudly. This spell can work on things that aren’t portals (a sword could be locked in its scabbard). You can also use this spell to lock a specific memory or thought, making it immune to mind reading or scrying without a R⧁ : ♦INT try. The duration is Markovian and depends on the number of [dice] invested. The Lock can be dispelled by the Knock spell if a Wizards’ Duel is lost.
Levitating Disc
Force Concentration
None
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N Suspend Objects Close or Nearby point in space
Meat Shield
You draw a circle in the air of [dice] +[dice] diameter, in any orientation. The inside of the circle is made of Force, as solid as iron. You can cause the circle to raise, lower, or hover in place. You can only move up and down (never side-to-side). Up to [dice] people could stand under it and be completely covered, or on it and be levitated provided they don’t weigh more than [dice] x200kg. If you lower the circle on top of someone, they take [dice] damage per Moment. The circle moves 10 meters a minute (about 3m per Moment). You can change the disc’s orientation at any time. If the Levitating Disc is targeted with Suspend Objects, the disc will be dispelled if a Wizards’ Duel is lost.
Biomancy Combat or [sum] Minutes None
N None
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Self
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Close and Nearby
Biomancy Until exhalation Contested
N None
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Self
Your next inhalation allows you inhale 10x the normal amount of air. Not only does this allow you to hold your breath for 10x as long, but if you exhale forcefully it will release a blast of air strong enough to knock pigeons out of air and polish your teeth. A human-sized creature is knocked Prone and pushed Nearby unless they try a R⧁ : ♠DEX or ♣VIG (their choice) with a -[dice] penalty vs your ♦INT . This spell will also blow open all closed but unlocked doors in a room, shatter all windows in a building, or knock the thatched roof off a peasant’s
Lock Mind Markovian None
N None
Mighty Lungs
Your flesh becomes gelatinous. You can squeeze through gaps as small as a keyhole with a great deal of effort. You take no damage from Crushing attacks for the duration of the spell. The spell only affects your flesh, not anything you’re wearing or carrying.
You summon a giant slab of meat. The meat has [sum] +[dice] Health, and can fill an area [dice] meters cubed. The meat weighs [dice] x100kg and lasts for [dice] Hours. Zoological creatures will attack the Meat Shield first. Up to [dice] other creatures can eat the Meat Shield in lieu of rolling their Provisions, but the provenance of the meat is ... unknown. If a Scything Disc of Nog is used on a Meat Shield, the shield will be dispelled if a Wizards’ Duel is lost (otherwise, it will take damage as normal).
Lipby Chonk’s Viscous Form
Biomancy Combat or [sum] Minutes None
Y (negate) None Close and Nearby Objects
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by Bastogne’s Glamping Charm, the Morass will be dispelled (and the objects brought to the surface) if a Wizards’ Duel is lost.
shack. If you cast this spell with 3 or more [dice] , Save or your teeth shatter.
Mirror Image
Entropy Combat or [sum] Minutes None
Negasonic Bomb
N None
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Self
You create [dice] illusory images of yourself, which move as you move and always stay Close to you. They are constantly stepping through each other, so that it is impossible to tell which is which. When an enemy attacks you, they’ll always hit an image first. An image vanishes as soon as it suffers a solid impact (a blow from a mace, but also a slap). Area effects such as a dragon’s breath will cause all images to instantly vanish (and you take the damage, naturally).
Mind Concentration None
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N Cacaphony Nearby or Far Away Area
You roll a small orb of Mind to a point Close, Nearby or Far-Away; the orb rolls silently and is hard to see. When the orb stops rolling it immediately and silently detonates. Creatures Close to the designated point are Deafened until they leave the area of effect. Likewise, no spells can be cast while Close to the Negasonic Bomb. Murder attempts against anyone deafened in this way succeed automatically. The spell lasts as long as you concentrate. The bomb can be dispelled by Cacaphony if a Wizards’ Duel is lost.
Morass
Prismatic Ray
Elements Concentration
Contested
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N Bastogne’s Glamping Charm Nearby or Far-Away Area
Entropy 0 Splittable
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Y (half) None Nearby or Far-Away
A brilliant white light emanates from your forehead to a point Nearby or Far-Away, where it splits into a prism of [dice] beams. Each beam strikes a random Ally or Monster Close to the prism. Roll a d8 on the table below for each beam and apply its results.
The ground [sum] meters in radius and [dice] meters deep turns to black muck. Monsters and objects in the mud sink 1 meter per Moment. At the top of the Moment, a creature can R⧁ : ♣VIG with a -[dice] penalty vs. your ♦INT to pull themselves out 1 meter (if they were only 1 meter deep to begin with, they escape). If someone’s head dips below the mud (2m for people, 1m for Pooka, 4m or more for giants), they immediately being drowning and must make a Death roll at the top of every Moment they are submerged (they can still claw their way up 1m with a successful R⧁ try, as above). If they don’t have a Death , they die in HD Moments.
1. Red Target takes [dice] fire damage, Save for half. Highly flammable things catch fire. 2. Orange Target takes [dice] bashing damage, Save for half. 3. Yellow Target takes [dice] lightning damage, Save for half. If you fail your Save, you drop what you’re holding. 4. Green Target takes [dice] acid damage, Save for half. Roll your Armor Use if applicable.
The spell lasts for as long as you concentrate. When you break your concentration, everything that sunk in the mud is immediately vomited back to the surface. If the area covered by the Morass is targeted
5. Blue Target takes [dice] ice damage, Save for half. If you fail your Save, you fall Prone.
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6. Indigo Target takes [dice] stabbing damage, Save for half. 7. Violet Target takes [dice] chopping damage, Save for half. 8. Roll again. Instead of [dice] damage, the effect deals [sum] damage.. If you get this result again, the beam splits and the target takes an additional effect (roll again and apply the result). Continue in this way until you don’t roll an 8.
Pritchard’s Gusty Belch
Biomancy 0 None
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Rhea’s Efficacious Plow
N None Close and Nearby Area
You can breathe out up to [dice] elements (fire, acid, water, wind, steam, etc) immediately in front of you for a Moment. The elements don’t interact with one another and act independently, so if you were to belch out fire and water, you would get the effects of both. If the order matters (set something on fire and immediately douse it with water), you pick the order of effects. Water breath is enough to extinguish fires smaller than a big bonfire, or wash off acid; wind breath could push a small sailboat or blow swarming insects out of an area; acid breath bleaches the color from objects and irritates the eyes; fire breath would cause paper and flammable objects (but not people, unless they were doused in oil) to catch fire, etc.
Elements Session Splittable
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N None See description
You send an invisible wedge of Force along the ground in a straight line up to a Distant point. The wedge can take up to [dice] turns (”left” or ”right”) at your command. Any light debris on the path (snow, small stones, leaves, grass) is pushed to the side; fields can be tilled. Any pressure plates or tripwires are activated. You do not have to be able to see the entire path, but you do need to know the approximate route the wedge will take. The wedge can’t move through solid objects, and it can’t hurt anyone (though it will push them to the side). The path cleared is [dice] meters wide. If you cast this spell with 3 [dice] or more, the width becomes [sum] meters wide.
Protection from Element
Force Moments None
Sandstorm N Prismatic Ray Self or Close Allies
Elements Concentration None
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N None Close
You cough up a swirling spiral of sand. Small flying creatures (bug-sized), arrows, and spears cannot enter or leave the sandstorm. Up to [dice] -1 other people can hide in the sandstorm with you. The sand moves with you and lasts as long as you concentrate.
Reduce all damage of a single chosen element (acid, cold, fire, lightning, etc) by -[dice] . The spell protects its targets from the negative effects of the natural elements (desert heat, arctic chill) as well. If you are struck by a Prismatic Ray of the same elemental type, the protection is dispelled if a Wizards’ Duel is lost. 187
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deals [sum] damage to its target, Save for half. If it deals more than 6 damage, it bounces towards a random creature (friend, foe, or even yourself) Close or Nearby, dealing [sum] -2 damage, Save for half. If it deals more than 6 damage, it bounces towards another random creature Close or Nearby, dealing [sum] -4 damage, Save for half. This continues, losing 2 damage with each bounce, until there are no valid targets or the spell deals 6 or less damage to a creature.
Sanguine Mail
Biomancy Session None
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N Enervate Self
You become encased in elaborate plate mail that seems to be made from constantly congealing blood. You definitely stand out in a crowd. Your Move drops to d4, but you can still cast spells. The Use for the Armor depends on the number of [dice] invested: 1 d3; 2 d4; 3 d6; 4 d8; 5 d10; 6+ d12. If you are struck with an Enervate spell, the Sanguine Mail is dispelled if a Wizards’ Duel is lost.
Sleep
Mind Markovian None
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Y (negate) Cacaphony Close or Nearby Area
Scuttle
Biomancy Combat or [sum] Minutes None
N Greaseball
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Self
You summon a cloud of somnolent dust to a point Close or Nearby. [sum] creatures Close to the cloud, who have no more than [dice] HD , must immediately Save or fall into a magical slumber. They can’t be awakened by anything less than a vigorous slap (counts as a Maneuver). You don’t have control over who falls asleep, it’s entirely random and will be as many creatures as possible (up to [sum] ). You are immune to your own Sleep spell (so you could cast it Close to yourself). Creatures who fall asleep immediately fall Prone and drop any items they’re holding. Fight rolls against them will hit automatically and do maximum damage, and can only be blocked by Armor. This will wake the creature up, of course. If an orb of Cacaphony is detonated Nearby, the creatures will awaken if a Wizards’ Duel is lost. Otherwise, creatures who fall asleep will remain asleep for the Markovian duration.
Your clothes and hair animate to carry you around. You can move at full speed in any orientation, and you can freely rotate as you move. For instance, you could run while standing on your head, holding a torch, and turning counterclockwise. You can lie on your side and, while flipping end over end, move backwards. This effect does not allow you to climb up walls, but ladders and ropes are no problem (you could suspend yourself from a rope and cast spells, for example). If you are struck with a Greaseball, or attempt to climb something affected by Greaseball, the Scuttle is dispelled if a Wizards’ Duel is lost.
Summon Candles
Scything Disc of Nog
Force 0 None
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Y (half) None Nearby or Far Away Area
Force Varies None
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N Fogbank Close
[sum] dribbling candles appear on objects you touch. You can walk around placing candles as required for Minutes. The candles are lit and burn for Hours. They can be detached, but will fade from existence within Minutes. For every 6 candles placed
You hurl a whirling disc of Force and light from your fingertip. The disc screeches like a sawblade. It
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Close to one another, the wizard close to the candles gains 1 of the following (your choice): Safe Casting: Replace one of your rolled Blood Die with a natural 1; Power Casting: Replace one of your rolled Blood Die with a natural 6; Natural Casting: add a natural +1 to any Blood Die you’ve rolled. When you use 1 of these powers, the 6 candles immediately disappear. Note that any sorcerer can use these abilities, friend or foe. A philosopher will immediately know if they are in an area of candles, and what powers it can bestow on them. If the candles are encased in a Fogbank, they are snuffed out and dispelled if a Wizards’ Duel is lost.
Vertigo
Force Concentration None
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Y (negate) Levitating Disc Any Distance
You can hold up to [dice] objects in the air, weighing no more than [dice] x200kg. You can allow these objects to descend at 3m per Moment at your discretion. Creatures who are brought to ground in this way take no falling damage. Unwilling creatures (flying Monsters, for example) get a Save to negate. If a Levitating Disc is summoned in the midst of the held creatures, the Suspend Objects spell will be dispelled (and the objects will fall) if a Wizards’ Duel is lost.
Elements One trip None
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None
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Y (negate) Suspend Objects Any Distance
Web
Tempestuous Chariot
Mind Markovian
You can cause up to [dice] Close, Nearby, Far-Away, or Distant creatures to suffer severe vertigo unless they Save. Creatures that are climbing or flying immediately fall; creatures who are Close to the edge of something (a cliff, a wall, the guardrails of a ship, etc) need to R✓: ♥FOC or fall. Creatures already on the ground will fall Prone. If the creatures are struck with a Suspend Objects spell, the Vertigo is dispelled if a Wizards’ Duel is lost.
Suspend Objects
N None Close
Entropy Markovian None
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Y (negate) None Nearby or Far Away Area
You can anchor a giant web between three or more solid points up to [dice] meters in radius (for example: the 4 points of a door, two trees and the ground, across a hallway, etc). Objects that touch the web immediately become stuck; arrows and spears can’t be fired through it. Creatures that enter the web (or are caught in it when cast) must Save or become ensnared for the Markovian duration (each creature should roll their Markovian die separately). Fight rolls against them hit automatically and can only be blocked by Armor. The web is extremely flammable and will be consumed in [dice] Moments.
A tumult of air elementals lifts you and [dice] -1 others and takes you in any direction the you desire, up to [sum] km away. One catch - the elementals can only travel in a straight line, and you have to choose beforehand the way to go (”up”, ”east”, ”that way”, etc). While you are in the tempest you are buffeted horribly and can neither talk nor act. The winds refuse to travel without you, and will immediately dispel if you lose contact
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Whirling Blades
Entropy Concentration
None
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N Suspend Objects Self
You summon a number of invisible blades of Force that spin around your waist, with you in the center. Every creature Close to you takes [dice] damage for each Moment the spell is maintained. The blades will cut or damage fragile objects. If the creature or object sits above or below your waist, they take no effect. If the blades are struck by a Suspend Objects spell, they will be dispelled if a Wizards’ Duel is lost.
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Research
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The oddities below can only be created by using Research. Research can only be used during a Vacation. More notes on Research can be found in the Core Rules. Research has 3 crafts associated with it: Craft Iron Silver Gold
Research 1 3 5
Cost in Coins 100fe 300ag 500au
The ”Cost” is a generic amount to reflect the materials needed to manifest the fruits of your Research - special books, alembics, inks, quills, etc. The amount paid counts towards your Glory.
Chymistry
Such Mortal Drugs I Have (Toxins)
The transformation of magic into matter, Chymistry is practiced in Civilization during a Vacation. Practicing Chymistry requires the Settlement where you’re taking the Vacation to have a Library (see the Core Rules). There are 4 basic kinds of chymicals:
You can create a Toxin in the form of a Tonic, Unguent, Sera, or Powder. The efficacy of the potion depends on the type: Craft Iron Silver Gold
Tonics are mixtures of booze, narcotics, and other things you probably don’t want to know about. They must be drunk Powders can be drunk (in wine), inhaled, or smoked. If you blow a powder in some Monster’s face, the Monster has to be able to breathe (so they don’t work on undead, for example) Sera need to be injected via a syringe. If the recipient is a person, they have to have a vein of some kind. If the recipient is an object, it has to be something a needle could pierce (like an apple) Unguents include oils, salves, lubricants, and pastes - basically anything you rub on things (heh heh). They’re usually super viscous and anyone will know the moment they try to drink it. You can coat a weapon with an unguent and ”apply” it to a Monster by injuring them with the weapon (1 point of damage or more to Flesh). If your attack misses the unguent doesn’t rub off, but if you hit armor / scales / etc. without piercing Flesh, it does. Unguents can be rubbed on someone who is who is unconscious or petrified. Can’t be eaten - tastes shitty and the person will spit it out.
Damage & Duration d4 d8 d12
Saves 1 2 3
The die type is the amount of damage over a number of minutes (not Minutes, which is its own unit of time), rolled separately. Thus, a Silver Toxin would deal d8 damage for d8 minutes (the Arbiter is encouraged to roll the duration in secret). Damage hits Grit first (as it wears away your will to live), then Flesh. You cannot heal Grit while under the effects of a Toxin. The victim of these Toxins always gets a Save (though see below). When Saving against one of these Toxins, the victim can make a Save every minute before they are affected by the damage. If they make the Save, they do not take damage that minute, BUT the Save does not necessarily end the effect of the Toxin. In order to shake off the effect of the Toxin, the victim must make a number of rolls equal to the Toxin’s Duration. The Saves do not have to be consecutive. When using a Toxin, you must make a R✓: ♠DEX or risk poisoning yourself unless you have the Knave Virtue Poisonous (see Core Rules)
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Tonics
Andre Preneur (Grit 7, Flesh 6) drinks a Silver Toxin hidden in a glass of wine. The Arbiter rolls the duration (d8) and gets a 7; the effect will last 7 minutes. The Arbiter starts a timer. Andre rolls a Save and fails the Arbiter rolls a d8 and gets a 6. Andre applies the damage (1 Grit, 6 Flesh). Another minute passes, Andre rolls a Save and makes it. At the 3rd minute, Andre rolls his Save and fails. The Arbiter rolls 8 damage. Andre is now Dying. He will need to roll his Death every time he takes damage from the Toxin for the next 4 minutes, unless he makes 2 more Saves
Chyme’s Nerve Tonic
Iron (1 Re- until search;100fe ) Bivouac Toxin? No Narcotic? [max] 1
You make all of your R⑳ and R⧁ checks at +4, but you can never take a Breather - you’re far too restless.
Cuckhold’s Courage
Iron (1 Re- 0 search;100fe ) Toxin? No Narcotic? [max] 3
Potent Waters (Acids) In addition to Toxins, you can create various kinds of acids. Acids are always treated as if they were unguents (though they are on the liquid side), and will dissolve flesh, stone, wood, or metal. They are often used for etching, ruining locks, and pouring on people you hate. Like Toxins, you must make a R✓: ♠DEX when using acids or risk pouring them on yourself. Craft Iron Silver Gold
Drinking Cuckhold’s Courage restores Grit when imbibed during a Breather. For every bottle of Cuckhold’s Courage drunk, the drinker’s Grit is healed or increased (even above [max] !) by +4. It cannot heal Flesh (only Grit). Narcotic
Fulcanelli’s Clarifying Elixir
# Effects 1 2 3
Silver (3 Re- until Bivouac/0 search;300ag ) Toxin? No Narcotic? No
Iron acids allow you to pick one of the results below; Silver acids allow you to pick 2; and Gold acids allow you to take all 3.
Renders you almost immune to any spells or effects from the Mind paradigm. If you wouldn’t normally get a Save against the effect, you now do. If you do get a Save against the effect, the Save is at +4. If taken while under the effect of a Mind spell, immediately gives the imbiber a Save as above and ends its Duration. Can be used to break the effects of the Philter of von Fuchs (it is rumored that Fulcanelli was under the sway of von Fuchs)
• if the acid hits Flesh, deals d4 damage for d4 Moments. If it hits Armor, the Armor Use must be rolled at the top of every Moment. • the acid can melt an area 100cm cubed of wood, metal, or stone • the acid will create an acrid plume of smoke that causes coughing and choking for Minutes to everything Nearby (-2 to R⑳ and R⧁ attempts)
Liebnitz Purgation
Silver (3 Re- 0 search;300ag ) Toxin? No Narcotic? No
You can sunder your Shield to negate the effect of acids thrown on you.
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If imbibed while under the effects of an ingested Toxin (Tonic, drunk Powder, or Brew) the poison will be immediately vomited forth intact (d2 Use ) and will cease to affect the victim.
The imbiber stops breathing for Hours. They can feign death or travel underwater, are not affected by inhaled powders or gases, and are unable to speak or cast spells. Unwilling victims get a Save (as if this were a Toxin)
Philter of von Fuchs See Below Toxin? Yes
Powdered Bezoar
See Below Narcotic? No
Iron (1 Re- 0 search;100fe ) Toxin? No Narcotic? No
When imbibed, the drinker will fall under the sway of whoever gave them the tonic. Treat as a Charm spell. Save Negates. The duration depends on the amount of Research used: Iron (1), Days; Silver (3), Weeks; Gold (5), Months. Can be broken by spells, rituals, etc. that relieve effects of the Mind.
When sprinkled on a food or into a beverage, has a 5-in-6 chance of neutralizing any Toxin contained inside. The roll is made in secret by the Arbiter.
Woundseal
Iron (1 Re- 0 search;100fe ) Toxin? No Narcotic? No
Sprinkling this powder on a wound stops all effects of Bleeding, like the Leechcraft skill Staunch
Unguents Boyle’s Sharpening Paste
Iron (1 Re- 0 search;100fe ) Toxin? No Narcotic? No
Powders Dastin’s Basic Talc
Iron (1 Re- 0 search;100fe ) Toxin? No Narcotic? No
When rubbed on the blade of a stabbing or cutting weapon, the weapon deals +d12 the next time damage is rolled. The oil rubs off after the strike.
Brahe’s Efficacious Sealant Sprinkling this powder on something covered in acid immediately neutralizes the acid (damage, etc).
Gold (5 Re- 0 search;500au ) Toxin? No Narcotic? No
Mermaid’s Kiss
Silver (3 Re- 0 search;300ag ) Toxin? Yes Narcotic? No
Fast-drying paste. Capable of bonding stone, glass, wood, or metal (but not flesh). Lasts forever. Can cover an area roughly 10cm square.
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Faivre’s Aqua Grease
Davy’s Soothing Anesthetic
Iron (1 Re- 0 search;100fe ) Toxin? No Narcotic? No
Silver (3 Re- 0 search;300ag ) Toxin? Yes Narcotic? No
A pale grease that can be rubbed over any equipment to completely protect it against damage from water exposure
The injected creature feels any pain as pleasure for Hours. Often surreptitiously given to those undergoing torture, or going under the knife for surgery. Attacks against the recipient ignore Grit as the mind loses the cues to shift away from painful events.
Tesla’s Silver Wash
Grimm’s Stupurous Preparation
Silver (3 Re- 0 search;300ag ) Toxin? No Narcotic? No
Gold (5 Re- 0 search;500au ) Toxin? Yes Narcotic? No
When applied to a 1-handed weapon, the weapon becomes permanently imbued with silver. Requires an ingot of silver.
An injected creature immediately falls into a slumber in all ways like Sleep (can’t be awakened except by a slap, doesn’t effect a creature of greater than 4 HD ) unless they Save
Wei Boyang’s Alkahest
Gold (5 Re- 0 search;500au ) Toxin? No Narcotic? No
If the sera is injected into solid food of some sort (like an apple), any creature ingesting the food falls into a deep slumber and cannot be awakened except by a Mystic feeding the curse to a 3+ Cunning Hekaphage. While asleep the creature is in a state of suspended animation - they do not age, and do not need to eat or drink - but they can still be killed in the normal means (dagger through the heart, etc). Putting a creature into suspended animation will stop the effects of progressing disease and toxins. Unwilling creatures get a Save.
This oil will dissolve any adhesive (including Brahe’s Efficacious Sealant). Can cover an area roughly 10cm square.
Sera Al-Farabi’s Calming Injection
Wordwarp
Gold (5 Re- 0 search;500au ) Toxin? Yes Narcotic? No
Gold (5 Re- 0 search;500au ) Toxin? Yes Narcotic? No
The injected creature ceases immediately to be Enraged, Shaken, Frenzied, or Disgusted. If the creature is Zoological, they become passive and docile. Creatures under the effect of the Calming Injection cannot attack unless they are attacked first. Lasts for Hours. Unwilling creatures get a Save to negate.
An oil that causes a form of dyslexia. If the victim fails a Save, they are unable to read written words for Hours. Often used on spell casters and scribes.
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you can afford, making them harder to defuse. You can add additional Wizard Sigils at any time during a Vacation.
Inscription Inscription is the catch-all the written words, incantations, symbols, and engravings that allow Philosophers to capture and control Arcana. Practicing Inscription requires the Settlement where you’re taking the Vacation to have a Library (see the Core Rules). Inscription is divided into 3 groups:
Defusing Grimoires In order to read another sorcerer’s Grimoire, you must defuse the traps inside. You must spend a Research for every Wizard Sigil on the Grimoire. You don’t have to remove all the Sigils at once i.e. you can spread it out over multiple Vacations. You can read a Grimoire even if it’s trapped, but that sets the traps off (this removes the Sigil(s), however). If you set the trap off, roll on Grimoire Traps once for each Sigil. Sigils can be removed through other means (like the Knave Virtue ”Whispers of Sun Wukong”, or by placing the sorcerer’s finger on the Sigil and speaking its ”true name”).
• Transcription: Writing magical texts to Fetishes and Grimoires • Tattoo: Branding and marking the flesh of living things with magical symbols • Sigils: Etching and scribing magical runes
Each Sigil removed is an Iron craft (1 Research; 100fe ).
Scribing: Fetish to Grimoire You can write a spell from a Fetish (including a Philosopher’s skull) to your Grimoire. Doing so erases the spell from the Fetish or skull no matter how many Use it had remaining. Scribing a spell into your Grimoire is an Iron craft (1 Research; 100fe )
Scribing: Grimoire to Fetish
Transcription
You copy a spell you know (from a Grimoire, Fetish, or your head) to a Fetish. The Fetish can be a papyrus, set of mouse skulls, handle of an axe, roll of snakeskin, etc. etc. The item can’t be living (that would be a Tattoo) but can be anything you desire. A Fetish can only have a single spell on it. All Fetishes have a Use of d4 - when the Use is exhausted, the magical words disappear from the Fetish. You cast spells from the Fetish using your Blood Pool , OR you may forgo the Blood die and roll a single d6 for the effect. You still roll the Use for the Fetish either way.
Transcription is used to: • prepare a new Grimoire so that it ”belongs” to you; or • defuse a Grimoire you’ve stolen from another wizard; or • scribe a spell from a Fetish into a Grimoire; or • scribe a spell from your Grimoire to a Fetish
Creating a Fetish is an Iron craft (1 Research; 100fe )
Preparing Grimoires
Tattoo
By purchasing a blank Grimoire and placing one or more Wizard Sigils on it, the Grimoire becomes yours and can now have spells written into it with Scribing (see below). It is also trapped and needs to be defused in order to be read by another. You can place as many Wizard Sigils on your Grimoire(s) as
Tattoos can be inscribed on the body as specified below. Creating a tattoo is a Silver craft (3 Research; 300ag ). You can’t move a tattoo from yourself to someone else - the tattoo stays with the 196
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person. The tattoos below are the most common, but work out with the Arbiter if you want something more esoteric ...
Eye (Palm) The tattooed can see through the eye as if it were one of their normal eyes
Dagger (Limb)
Rope (Neck, Arms, Legs, Torso
Touching the dagger immediately brings it into your hand. Place the dagger back on the limb returns it to being a tattoo. The dagger is normal in all ways.
As Dagger above, 25m of rope. Needs to be completely rewound around the person to return to being a tattoo.
Torch (Limb)
Mermaid (chest or neck)
As dagger above. The torch never goes out.
The Philosopher inscribes this tattoo on you and a Wizard Sigil on a different object (usually a ship in a bottle or a scrimshawed whale bone). You do not need to breathe to stay alive - you draw breath instead from the area immediately around the object. This means that if the object is immersed in water, or sealed in an airtight container, you will suffocate.
Sigils Sigils are runes etched into surfaces. Sigils glow slightly and exude arcane mystery, and are really obvious to everyone Nearby - but what the rune does can only be interpreted with a successful Skill:Lore check. The creation of a new Sigil causes any previous Sigils of the same type created by the Philosopher to vanish. A Sigil you encounter may be lifeless. Sigils remain even after their magic is exhausted; only the sorcerer who created the Sigil can erase it from existence by placing a finger on it and reading its name aloud (note: the finger does not need to be attached to the hand, and the finger doesn’t have to have flesh on it). The sorcerer who etched the Sigil knows its ”true name”, otherwise you can figure it out with a successful Skill:Lore roll (if you fail your roll, you can try again next Session). Unless otherwise specified, a Sigil can only be placed on something that is generally immobile and not alive - a door, a wall, the floor, a statue, etc. Philosophers are immune to their own Sigil’s effects where appropriate.
Compass (Limb) Always points towards true north.
Quill and Scroll (Back) The quill can be removed as the Dagger, above and given to someone else. Anything that the other person writes with the quill will appear on the scroll tattooed on your Flesh ... painfully. The writing disappears in Minutes.
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Iron Sigils
Mystic, who must use Cunning to create the Malison that resides in the Sigil. When anyone comes Close to an object with the Sigil on it, they must Save vs. Hexes or fall victim to the curse. If there is more than 1 target, they should hold a Luck contest. The Sigil becomes lifeless after it delivers its curse.
1 Research & 100fe Chaining Sigil
For each 1 Research/100ag you spend past the initial cost, the Cursing Sigil affects a -1 modifier on the Save.
A Chaining Sigil can be scribed and ”married” to another Sigil. The Chaining Sigil must be created at the same time as its partner Sigil. If a Chaining Sigil is erased by the person who inscribed it, the Sigil it is partnered with will immediately manifest. The Sigil is permanent until erased.
Elemental Sigil When anyone comes Close to an object with an Elemental Sigil on it, they are dealt 4 elemental damage. The inscriber chooses the elemental type (lightning, fire, etc). Save for half damage. The Sigil becomes lifeless after it delivers its damage.
Talking Sigil When anyone comes Close to an object with a Talking Sigil on it, it will yell out a number of words at ear-splitting volume. It will repeat these words a number of times, depending on the Research spent. The Sigil is permanent until erased.
For each 1 Research/100ag you spend past the initial cost, the Elemental Sigil deals +4 damage Petrifying Sigil
Each additional word/time you want the Talking Sigil to speak, you must spend an additional +1 Research/+100fe .
When anyone comes Close to a Petrifying Sigil, they must Save or become Paralyzed. The duration of the paralysis lasts until the Sigil is erased. You age while you are paralyzed.
Warding Sigil This glyph can only be placed on something that is closed : a book, a lock, a chest but not a sword in a scabbard or someone’s mouth (Arbiter’s discretion). If the warded item is opened, the Sigil immediately becomes lifeless.
Portal Sigil These must be placed on doors, gates, or entrances. A Portal Sigil is placed on the threshold or top of one doorway and a Wizard Sigil is placed on another; the two doors are connected as if they are the same door. Someone stepping through the Portal Sigil side will exit through the Wizard Sigil side (but not vice-versa). The Sigil is permanent, but erasing either Sigil closes the doorway and makes the Portal Sigil lifeless (if the Wizard Sigil is erased).
When anyone comes Close to an item with a Warding Sigil on it, they must Save or move somewhere Nearby, back the way they came. The Sigil is permanent until erased. For each 1 Research/100fe you spend past the initial cost, the Warding Sigil effects a -1 modifier on the Save.
Gold Sigils
Wizard Sigil
5 Research & 500au
The most basic Sigil, necessary to prepare a weapon, object, or person as a receptacle for magic. The Sigil is permanent until erased.
Erasing Sigil
Silver Sigils
When anyone comes Close to an Erasing Sigil, they must Save or suffer one of the effects below (roll a d6 for each person affected): 3 Research & 300ag
1. Erases the spells etched in a sorcerer’s mind
Cursing Sigil
2. Erases everything in a person’s backpack
This Sigil can only be created with the help of a
3. Erases a person’s armor and weapons (magic items get an additional Save) 198
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4. Erases all coins a person is carrying
Revisitation Sigil
5. Erases a person’s Grit, bringing it to zero
The Revisitation Sigil is scribed as normal (usually on a floor in the sorcerer’s laboratory) and a Chaining Sigil is placed on another portable item. When the Chaining Sigil is erased, the Sorcerer is transported to the location of the Revisitation Sigil.
6. Erases a person’s Flesh and they are Dying For each 1 Research/100au you spend past the initial cost, the Erasing Sigil affects a -4 modifier on the Save. The Sigil is permanent until erased.
For each 1 Research/100au you spend past the initial cost, you can bring 1 other Ally with you. The Revisitation Sigil is permanent until erased, and can be bound to a new Chaining Sigil when its original partner is erased.
Remembrance Sigil This Sigil can only be created with the help of a Spriggan, who will place one of the Obliterated inside of the Sigil. The maximum HD of the creature starts at 2; for each 1 Research/100au you spend past the initial cost, this maximum is increased by +1. Anyone other than the Sorcerer or Spriggan who comes Close to the Remembrance Sigil will cause the Obliterated to come forth - very pissed off and immediately attack. It will continue attacking as long as anyone is within Combat range (Close, Nearby, Far-Away, or Distant) - but it won’t pursue anyone. The Obliterated will return to its Sigil if there is no one to fight (this heals all damage and removes all negative effects). If the Obliterated is slain, the Sigil will become lifeless.
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Rehab
Medicinals
6 - ([max] Overdose) Research
Medicinals allow you to heal the more permanent ailments that might be afflicting the other members of your Band. To practice your craft, the Settlement where you’re taking the Vacation must have a Sanitarium and/or Library present (see the Core Rules). Medicinals require no coin, but you can make a donation to the Sanitarium or Library if you’d like (up 200 coins of the appropriate type per Research spent) in order to convert coin to Glory.
You can cure someone’s addiction to Narcotics. The cost is a number of Research equal to 6 minus the [max] Overdose rating of the narcotic in question (for example, Pipeweed has a [max] Overdose of 4, so it would require 2 Research; Yellow Opium has a [max] Overdose of 1, so it would require 5 Research). The recovering addict will have the permanent effect listed under Recovery (see the Core Rules).
Cure Disease
Serious Wounds
2 Research per Disease
2 Research per Wound
You can cure any disease currently infecting your Ally. Each disease requires 2 Research.
Through your gentle ministrations over the course of a Vacation, you heal a patient’s Beating, Madness, or Life Drain. The cost is 2 Research per Wound mended.
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Marvels
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Covenant
Miracle Working Faith Dice are used to perform Miracles. Miracles must be performed on Hallowed Ground (a shrine, church, etc.) dedicated to your Small God, and you must have a Holy Symbol
You seal a bargain between yourself (the Suzerain) and another (the Vassal) by awarding your Small God temporary control over your collective noumenon (this means that the Unhallowed can’t be held to a Covenant). A Covenant has to be given freely, but can be compelled by other factors (like a dagger to the throat).
Each Faith Die spent is removed from your Pool (as if you had rolled a 1 or a 2).
Spend a number of [dice] equal to or greater than the [lvl] of the Vassal and gain the following effects: • You can give and take Faith from the Vassal as if they were a disciple (see the Mystic Virtue ”Fishers of Men” in the core rules).
Ambrosia
• You always know where your Vassal is and feel any strong emotions (lust, hatred, etc) or physical extremes (”he’s somewhere very, very cold”) they might be enduring
You can create [dice] d4 Use of Provisions. These Use can be combined into a single Use (see ”Adding and Splitting Usage Dice” in the Arbiter’s Miscellany section of the core rules). These Provisions can be stored for use later, but it also particularly nourishes the faithful. During the working of the Miracle, up to [dice] disciples of the Small God can partake of the Ambrosia and gain +1 Faith Die (the miracle worker cannot gain this benefit). Disciples partaking of the meal do not affect the Use produced in any way.
• You can’t directly harm your Vassal (though you can command others to do so); your Vassal isn’t likewise constrained • Your Vassal is immediately converted to the worship of your Small God • Your Vassal barely needs sleep, and eats and drinks sparingly (roll Provisions Use twice and take the higher roll). • Your Vassal is affected as if they were under the effects of Tongues of Fire at all times • Your Vassal gains +[dice] points of ”holy armor”. Damage is subtracted from this total first before it is applied to Armor, Grit, etc. It can’t be healed, but it can be restored during a Vacation by worshiping at a shrine, church, etc. dedicated to your Small God You and your Vassal can only have a single Covenant at any time. The Covenant can be broken by one of you having a Crisis of Faith; the death of you or your Vassal; or by mutual, peaceful agreement.
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You must name a jihad important to your Small God: ”wipe out the infidels of the Crawling Chaos”, for example, or ”bring the fingerbone of St. Sebastien to the reliquary in the Howling Wastes”. Similar to a Geas, any day not spent in the furtherance of the cause of the Crusade will lose your Vassal a single Faith die. It’s important to note that if your Vassal should lose all their Faith and suffer a Crisis of Faith, the Crusade has failed and the Covenant is broken.
Crusade Transforms your Vassal into a Paladin of the Faith.
Golem A golem is a mortal-like figure, brought to life through magic. Creating a golem requires gold for materials and effort in addition to spending Faith Dice: Type Paper Glass Wood Clay
Faith Dice 50au 8 100au 10 500au 12 1,000au 14
Golems requires a shem - a slip of paper with a magical rune written on it through the miracle of the Holy Writ. Golems are completely obedient to you and respectful of other followers of your Small God; presenting a Holy Symbol of your Small God is enough to keep them at bay, but only you can command them. If you should die, the golem will continue performing your last command in perpetuity. Golems are immune to magic of any kind - including arcana and magical weapons.
Paper Golem
Spend a number of [dice] equal to the [lvl] x2 of the Vassal and gain the following effects (in addition to the benefits of being a Vassal):
Paper golems are small (less than 100cm tall) creatures created for menial work. They can carry a single Significant Item provided it doesn’t weight more than 5kg (or a number of Insignificant Items up to 5kg). Paper golems can ”fly” on gusts of wind (similar to how a chicken can ”fly”) and walk and run as fast as a small child. Paper golems record everything they see. At any time, you can ask them a single question (”what was it you saw when you were in the Baron’s chamber?”, for example) and the golem will flatten itself into a scroll upon which is written what it ”saw”. The Golem remains a scroll forever more, with the symbol of the Small God embossed on the bottom of the scroll. These embossed
• Your Vassal can use their Faith as if they were a Sellsword’s Deed Die. If they’re already a Sellsword, they now have 2 Deed Dice they can roll together or separately. • Your Vassal can gain Faith on their own (they don’t need you to give it to them) up to a [max] of 4 • Your Vassal can cast any of the Seven Sacraments using their *Faith* Dice (see the Mystic Virtue ”Gift of Grace” in the core rules) 203
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Clay Golem
scrolls are very, very difficult to counterfeit - and the price if you get caught is high, as it would bring down the wrath of the entire church of your Small God.
Clay golems are giant (4m tall) faceless creatures created to protect or guard an area. You must tell them what they must guard at the moment of their creation, and they cannot stray further than 100m from that spot. The spot they guard must be Hallowed, and if this ever ceases to be they will immediately crumble to dust.
Paper Golems are immune to non-magical fire, but immediately destroyed by magical flames.
Glass Golem Glass golems are 2m tall automatons filled with pungent herbs and combustibles called ”smokes”. You determine the type of smoke at the point of creation. Glass golems immediately explode when dealt a forcible blow - a hit with a weapon, a fall from a height greater than 3m, etc. The effect of exploding a Glass Golem deals d6 damage to everything Nearby (Save negates) as well as the following effects:
Clay golems house the noumenon of a Vassal or Paladin of their Maker (see Covenant and Crusade). Your Vassal is ritually slain, and their blood is mixed with sacred earth and fire to create the clay giant. Your Vassal does not need to be a willing sacrifice, but remember you can’t directly harm your Vassal. The Clay Golem has all of the memories, skills, saves, and abilities of their Mortal form (including Deed Dice, spell casting, etc.) and Grit, Flesh, etc. They have a Soak: 2 and do 2d8 damage (2 Close). They are immune to spells of the Mind paradigm, backstab, surprise, and Toxins. They cannot speak and are have unswerving obedience.
1. Smoke of Chaos: every Nearby creature is Befuddled and Enraged (1-3 on a d6) or Afraid (4-6 on a d6) 2. Smoke of Heroes: every Nearby Ally receives a 1 dice Blessing, and are immune to fear of any kind - but they can’t retreat. 3. Smoke of the Holy: explodes to create Hallowed Ground in a circle 15m in radius; this can be used to create Hallowed Earth, or dispel Unhallowed Earth (if the radius is less than 15m). Unhallowed creatures Close to the explosion are thrown 15m Nearby (treat as Falling Damage). 4. Smoke of Medicines: every Nearby Ally heals to [max] Flesh and Grit
Clay golems can house the spirits of willing heroes (paladins who wish to protect the temple forever) or with those of unwilling enemies (forced to guard a forgotten hallway, or the temple of a heretic Small God). When slain, the *noumenon* of the deceased do not travel to the Isle of the Dead. None know what happens to their souls.
the smoke persists for Minutes, but can be dispersed by wind. You are not limited to these options; they should discuss with the Arbiter if they wish to go a different way.
Hallowed Ground You can either desecrate Unhallowed Earth, or create Hallowed Ground for performing miracles, somewhere within [dice] km of you. You create / desecrate an area [dice] x [dice] meters in diameter. If you’re attempting to desecrate Unhallowed Earth, the diameter must be equal to or exceed the area of the Unhallowed Earth. You must create a Holy Write that will be consumed during the miracle; this Holy Writ identifies the Hallowed Ground as ”belonging” to your Small God. Another Mystic will know the size of the Hallowed Ground just by looking at it, but only other Mystics who worship your Small God will know which God the Hallowed Ground belongs to.
Wood Golem Wood golems are 3m docile, hulking, tree-like creatures possessing great strength. They are able to carry up to 50 Significant Items in their branches weighing up to 1,000kg total. They can successfully break down non-magical doors, bend iron bars, and perform other feats of strength on a 4-in-6 (this number can be adjusted at the Arbiter’s discretion). They walk at a slow, shuffling gate (d3 Move ) Wood golems will never attempt to defend themselves. They can take up to 50 points of damage Chopping weapons deal double-damage, and fire deals triple-damage. They will mindlessly stand wherever you command: in front of a doorway, in the middle of a fire, or charging dumbly into a group of Monsters.
Hallowed Ground provides the following benefits: no Unseelie or Unhallowed creature may enter Hallowed Ground
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all Mortals inside the radius of the Hallowed Ground can immediately end a Markovian effect all Mystics on Hallowed Ground may ignore the negative effect of a Failure when using their Grace (that is, they may keep their Grace die even if they roll a 1 or a 2).
Holy Writ The word and the law of your Small God, written as seven sacred words known only to the faithful. Only you and other members of your faith can see the words; to others, they look like random squiggles, strange designs, or ”primitive” carvings. Contained in the seven words is the Mystic who performed the Miracle, but you will need to make a successful Skill: Lore check to identify them unless you know them personally. The Holy Writ only requires you to spend a single Faith [die]
This miracle is the only one that does not require Hallowed Ground to perform.
Holy Relic A repository for Faith. You can spend [dice] Faith and place them in the relic at the time of its creation. This Faith can be used by other Mystics of your Small God (as well as yourself). The relic itself must be something ”special” - a fingerbone of a Saint, a shroud, etc. - at the Arbiter’s discretion. The more powerful the relic, the more Faith can be placed inside of it.
Incorruptibility This Miracle can be performed on a corpse to stop it from rotting. The length of time depends on the number of Faith dice invested: 1 [die]: [sum] Days; 3 [dice] : [sum] Weeks; 5 [dice] : [sum] Years; 7 [dice] : [sum] Centuries; 9 [dice] : [sum] Millennia. So long as the body remains on Hallowed ground, it does not decay in any way and cannot be targeted with any spells from the Necromancy paradigm. If the body is removed from Hallowed ground, it will begin to decay as normal.
The Miracle of the Holy Relic is used to create Holy Symbols. The symbol must be what is indicated under your Small God. A Holy Symbol only requires you to spend a single Faith [die]
Proselytize You can attempt to convert others to the faith of your Small God, or give willing congregants instruction in the ways of your religion. You can spend 1 Faith die on as many Mortals (not Unseelie) as you choose, provided they are not Mystics who follow a different Small God. The effects vary depending on whether the congregant is willing, apathetic, or unwilling Willing: you give one of your Faith Die to the worshiper Apathetic: roll the Faith Pool ; on a failure, the die is lost. On success you have converted them - instead of giving your Faith Die to them, they gain one of their own Unwilling: the congregant gets a Save vs Doom. If they succeed, you lose 2 Faith Die (the original you tried to give them, plus one other). If they fail, roll as ”Apathetic” above - if you succeed in converting them, you gain +1 Faith
Holy Water You can spend [dice] Faith to create [dice] d4 Use of Holy Water. These Use can be combined into a single Use (see ”Adding and Splitting Usage Dice” in the Arbiter’s Miscellany section of the core rules). For each Faith Die spent, you must spend 25ag in materials.
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your Disciple if you have the Mystic Virtue ”Fishers of Men” (see core rules).
Tongues of Fire Recipients of Tongues of Fire can speak (but not read) any Language they choose at will, and can command a single creature once per Session (see below). The recipient can never lie while under the effects of Tongues of Flame. Unwilling creatures get a Save. This miracle lasts only for the Session (unless provided by Covenant). Up to [sum] people other than you can be affected.
Sacred Mass You can perform a sacred ceremony for [sum] others (excluding yourself). Non-Mystics who indulge in a Sacred Mass are Blessed for the remainder of the Session (or for the next Session at the Arbiter’s discretion). If you are a Mystic of a different Small God then the miracle worker and partake in the Mass, you lose 2 Faith Die. If you are the miracle worker, or a Mystic of the same Small God, you gain 1 Faith Die for every 10 people participating up to your [max] .
Command ◎
Sin Eating You can heal up to [dice] serious and non-serious Spirit Wounds on yourself or others
Mind Y 0 Nearby creature
You shout a [dice] (1 in the case of Tongues of Fire) word command to the target, who must then carry it out if the fail a Save. If the command would last more than a single Moment, the target gets a new Save at the beginning of each Moment.
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Occultism
Barghest Cunning 10+
Where’s the game in life, behind the game behind the game... ∼ Public Enemy
Cost
In order to practice the sacred and profane rites and rituals of Occultism, you must possess Cunning, meaning your Fate is now bound to the Wheel. Your position on the Wheel, as well as the presence of a Familiar or a Coven will increase your Cunning as follows:
You summon a spectral black dog (a harbinger of death and misfortune) to torment a single person for [Cunning] days. You must whisper the birth name of the victim to the spectre; upon hearing it, the black dog will seek the victim out, traveling up to [Cunning]x100km a night to find them. The barghest can only travel at night, and disappears at the first light of the rising sun. The dog can see invisible or hidden creatures and will unerringly find the target provided they are within distance of the casting of the ritual.
Cunning is required to practice the observances and ceremonies that make up Occultism. Wheel: Crown Wheel: Gibbous Wheel: Wax Quotidian Coven Familiar
66ag (plus see below)
+3 +2 +1 +1 each member +1 if present
Once found, the barghest will appear to the victim once every night. The victim is permitted a Save vs Doom when they see the Barghest; if they fail, they suffer the curse of the Barghest until it appears again at sunset. Pooka are immune to Barghests, and if the victim is in a Band with the Pooka, they get two Saves.
For some powerful occult rites, you may need to move ”[num] Widdershins” before you can attempt the ritual again. A full Widdershins means you must make [num] transit(s) of the Wheel before you can cast the ritual again. For example, if you were at Crown, you must travel to Waning Gibbous, then Waning Quotidian, etc. all the way back around to Crown before you can try again (meaning you will need to play multiple Sessions).
If the victim fails their save, they suffer the following maledictions: - they automatically ”take a 1” on Luck checks - they can’t heal Grit - all R⑳ and R⧁ tests suffer a -4 penalty (excluding their Save vs Doom against the Barghest the following night) The ritual requires a dog (your familiar is fine); an item belonging to the victim; and 66ag in supplies. No harm comes to the dog, but the spectral figure will resemble him or her if examined closely
Occultism must be practiced on Unhallowed Earth.
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attempts to disturb your corpse. At that point, it will deliver the malison etched upon its skin, and dismiss itself for good.
Bind Familiar
When you summon your familiar, roll below (or discuss with the Arbiter if you want to choose), or make something up. You can only have 1 familiar at a time.
Cunning 5+ Cost
666fe
Familiars
Your familiar is a supernatural creature bound to your soul. They can be summoned and dismissed at will: they’ll appear from a shadow (cat) or sewer grate (rat) or fly in through a window (raven), and they’ll leave roughly the same way. Familiars are Unhallowed, and grant you +1 Cunning if they’re with you when you practice Occultism. The strength of your familiar depends on the number of [Cunning] you invest when you summon them. They can be sent on missions up to [Cunning]km away. You can see what they see and hear what they hear for as long as you Concentrate. You also can remember things your familiar remembers (so you could send them on a spying mission and later ”remember” what they saw). You can cast Charms through your familiar if you desire.
d6 1 2 3 4 5 6
Familiar Cat Dog Rat Toad Raven Exotic (roll below)
d6 1 2 3
Familiar The severed hands of a tomb robber A floating piece of quartz A 9-segmented colored cube that turns constantly A button-eyed doll made of rags and straw A tiny deformed homonculous resembling you A hyper-intelligent slime
4 5
If your familiar is Close or Nearby, you can communicate verbally with them, though you cannot use words greater than 1 syllable. You communicate in a language all your own that no one else understands. They can follow simple instructions (”get the key on the desk”, ”chew through these ropes”, ”spy on that man”) but not more complex ones (”pick the lock”). Your familiar can’t talk.
6
Familiars have [Cunning] Health. If you have the Mystic Virtue: Aura (see core rules), you can shield them with your Mojo the same way you shield yourself, but you can roll your Mojo as many times as you want (while it isn’t exhausted, anyway) to protect them. If they’re attacked and they survive, they immediately dismiss themselves and won’t return for the rest of the Session. If your Familiar dies, you must travel Widdershins before you can summon another. Familiars are themselves immune to spells from the Mind paradigm, but if a Mind spell is cast on them you need to Save or be affected as if the spell targeted you.
Create Juju
Finally, you can place a Malison on your familiar (see the ritual below). In the event of your death, the familiar will stay with your body until someone
Cost
Cunning varies
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Juju are minor magical items created by witches using their Mojo. The Juju must be placed on an item OK’d by the Arbiter and should be something ”special”, like:
• Lucky Rabbit’s Foot: Gives you a +1 on any R⑳ or R⧁ attempt that uses ♠DEX or Talent Minor ”Sacred” Juju: 9 Cunning; 666ag
• A carved branch of a tree that only grows in the cold stone ruins of Carcosa
• Dogpack Tooth: If this tooth is pressed into someone’s gums it will take root and allow the owner to speak with dogs and wolves.
• 3 jeweled eggs stolen from a Roc’s nest when the Eye of Tartarus is full
• Fiery Ring: If a container of food or liquid is held in the hand bearing this ring it will slowly heat up. Within a minute it will be boiling, but the container will still be safe to hold.
• The carved fingerbones of St. Sacrastine, which reside in the sacristy of the Temple of Gomorrah in Lankhmar • etc.
• Magic Mirror: Allows you to Descry Juju can do pretty much anything you and the Arbiter agree on, but here are some ground rules for what it cannot do:
• Cornicello: Gives you +2 on your Saves vs. Doom Major ”Black Magic” Juju; 11 Cunning; 666au
• It cannot be used to deal direct damage, or be an item that causes damage directly (knives, swords, etc)
• Crystal Ship: This miniature ship is beautifully crafted and valuable, but if it is ever taken on board a ship that ship will sink before its voyage is completed.
• It cannot be used to create a DC⇧or DC⇩effect • It cannot duplicate the effect of any Wizardry, Liturgy, or Sacrament
• Money Belt: Any amount of money may be pressed into a small slot on the front of this belt. The money enters Hammerspace. The money can be retrieved by tapping it three times and announcing how much is required. This will even cause larger coins to be converted into change for specific amounts.
• It cannot provide more than +4 to a specific R⑳ or R⧁ attempt Each piece of Juju must have a Witch Mark on it for every unique power that it has (at the Arbiter’s discretion).
• Bezoar Necklace: When worn around the throat, grants +3 to Saves vs. Toxins.
Examples
• Phylactery: A receptacle appropriate for the ritual of Lichdom.
Ed: A few of these are from Chris McDowall’s Bastionland
Trivial ”Bush” Juju: 7 Cunning; 666fe • Coin Beetle: A normal looking coin. However, at night it comes to life and eats one other coin it can find, before disguising itself as a coin once again. • Frog Box: If this box is left open near to a frog it will be compelled to hop in and sit there happily. The frog will stay in the box without needing food, air or water, until instructed to hop out. • Kingsblood Weed: Boiling this weed produces tea that will taste delicious to anyone of royal blood but foul to anyone that isn’t 209
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Supreme ”Devil’s” Juju; 13 Cunning; 6,666au
You only need to describe what you want to see and it will appear, but the vision is misty and it’s hard to make out details. You can’t see things that you might not normally be able to see, so if you said you wanted to ”see the body of Sir Tremalane on the northern battlefield”, and the body was invisible, you might only see a bare patch of ground.
• Ether Flute: Playing this flute causes any Incorporeal Monster to freeze, mesmerized, so long as the user continues to play. • Golden Mule: A tiny golden statue of a mule. Anyone carrying this doubles the number of Significant Items they can carry
The scrying doesn’t have to only show events of the present; you can look up to [Cunning] centuries into the past. You’d have to have a rough idea of what you’d want to see - ”show me the temples of Syrinx before they were cast down” would work, but ”show me the secret entrance to the Caverns of Chaos” wouldn’t. The more detailed the description of what you want to see, the better you see it.
• Master’s Ring: This ring causes a faint tingling sensation whenever one of the wearer’s employees, servants or hirelings is planning to betray them in some way. • The Displacement Doll: Anyone attempting any Mind spell on the possessor of the Displacement Doll kind will affect only the mind of the doll. If they try to read her mind, they will read the mind of a woman trapped in a dark leather chamber, bouncing around on the body of a giant. If they try to charm her they will successfully charm the doll.
Scrying requires that the silver bowl, censer, crystal ball be a Minor, Major, or Greater Juju. Major Juju adds 100km and 100 years; Greater Juju adds 1,000km and 1,000 years.
• Shrunken Head: Wearing the Shrunken Head on your belt gives you a +4 modifier on your Death rolls
Damning Cunning 9 Cost
666ag
When you perform this ritual on a Mortal corpse no more than 7 days dead (by the law of Māna-YoodSushāī ), you prevent them from departing the Isle of the Dead. The soul is trapped in Hell permanently (though their spirit can still be lead back to the Mortal plane through Katabasis. The corpse is consumed when this ritual is performed.
Descry Cunning 3+ Cost
See below
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back from the dead or turned into undead. This spell cannot be cast on someone more than once in their lifetime.
Geas
On the upside, the Geas can empower its subject (at the Arbiter’s discretion) to help them complete their task. For example, if Razor the Monk has taken up with the King of the Merfolk, the subject of the Geas might discover they can now breathe underwater.
Cunning 12 Cost
666au
Ed: From Places Dark & Deep, by the author of the blog Permanent Cranial Damage
The target of the Geas needs to be conscious and near you when you invoke the ritual.
You ensorcel someone with a Geas, a terrible malison that enforces an inescapable command. The command can be long and difficult, like ”kill Razor the Monk” or ”complete the seven-fold pilgrimage” or ”bring me the Globe of the Wonder-Working King from the hoard of the Caliph Vathek” or ”go away”. The victim must win a R⧁ : ♥FOC contest against you. From then on, any day that is not spent fulfilling the Geas will have one of the following effects (roll each day):
Haunt Cunning 3+ Cost
666fe
Ed: From Places Dark & Deep, by the author of the blog Permanent Cranial Damage
1. Inflicted with a Greater Curse (roll on the Curse table, re-roll any duplicates)
You summon [Cunning] poltergeists to haunt an Unhallowed place up to [Cunning]km away. The poltergeists will do their best to harass and torment any Mortals who enter their domain. They can’t talk and are insubstantial, but you can direct them to laugh insanely, become visible as ghostly menaces, howl discordantly, and cause telekinetic mischief, which may include the hurling of heavy or sharp objects.
2. Inflicted with a Disease (roll on the Diseases table, re-roll any duplicates) 3. Inflicted with a Wound (roll on the Wounds table as if the target had been brought to 0 Flesh) 4. Roll a d6: 1-3 all Tangible Stats DC⇩; 4-6 all Intangible Stats DC⇩ 5. Inability to ”heal” in any way - you gain absolutely no benefits from resting
Hekaphage
6. Roll again - the result of the roll is inflicted on the target’s loved one / parent / child / friend / etc. instead. If the target loves nothing, the Arbiter gets to choose
Cunning 4+ Cost
varies
You can destroy a malison by feeding it to a Hekaphage: ethereal creatures that eat magic and Curses.
The effect lasts until sundown; provided the subject of the Geas is ”back on track”, the effect ends otherwise, roll again.
• a Lesser Curse requires 4 [Cunning]
The Geas must be doable, even if it is way above the means and possibility of the victim. Should it become impossible (following the examples above: if Razor should die in other ways, or one of the Seven Shrines be destroyed, or the Orb suddenly explode and release the 1001 demons bound inside), then the Geas is lifted. Should you or the victim die, the Geas remains in effect, even if you are brought
• a Greater Curse requires 8 [Cunning] Summoning a Hekaphage costs no coin (only Unhallowed Earth), but you can spend up to [Cunning]x100 coins in materials if you would like to convert coin to Glory.
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The Shikari have all of their abilities and equipment that they had at the moment they died; additionally, they will find two gold coins in their mouth when they awaken in front of the door in the room. The Shikari cannot see into the Mortal plane or interact with it in any way - there is only the door in front of them, and everything else is nothingness. Through the door lies the Isle of the Dead. Going through the door costs nothing, but coming back through the door costs two golden coins - they do not have to be your coins, but you have to have two of them. A Shikari can never be in possession of more than 2 coins at any time. The Shikari can travel freely through the Isle of the Dead. They can lead any noumenon (soul) they find there back to the doorway (a doorway only they can see) and take them back through to the lands of the living. They have a rough idea of where a particular Soul might be, if the Soul was known to them in the living lands. If a Shikari dies in the Isle of the Dead, their Soul immediately departs to the feet of Māna-Yood-Sushāī , and they are dead forever. In order to pass back through the doorway, you must have two coins in your possession when you exit. Any spirit you find in the Isle of the Dead has between 0-2 coins in their possession, depending on how they were interred by friends, family, or foes (roll a d6. 1-3: 0 coins, 4-5: 1 coins, 6: 2 coins). There are many creatures and spirits on the Isle of the Dead (particularly crows and ravens) who try to separate the recently deceased from their coins.
Katabasis Cunning 15 Cost
6,666au
If a Mortal spirit successfully exits the doorway to the Isle of the Dead, and their corpse is within the confines of the room, they may inhabit the body at no penalty (Save vs. Doom for the likely permanent loss of Sanity Use from their journey). If the corpse is absent, the Mortal will be reincarnated - each of their Tangible Stats moves DC⇩(to a minimum of d3), they move to the lowest Glory for their level (so if they were Level 7, they would move down to 32,000 Glory), and their appearance is completely different at the Arbiter’s discretion.
Ed: Idea for the Isle of the Dead comes from Arnold Kemp’s ”Goblin Punch”
You open a way to the Isle of the Dead, where the spirits of the Hallowed dead reside for 7 days before they move on to sit at the feet of Māna-YoodSushāī (see Damning for keeping a spirit longer than 7 days). The ritual must take place in a room with a single door and no windows that rests on Unhallowed Earth (or is itself Unhallowed).
Any who journey to the Isle of the Dead and return are forever more Unhallowed.
By combining certain writs, components, offal, and rare ingredients, you produce 6 draughts of a potent toxin. The toxin must be ingested by willing Mortals and has no effect on unwilling participants, or the Unhallowed. Those that ingest the poison appear to die as their noumenon steps from their corpses. They are now the Shikari, the Hunters of the Dead 212
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Once the Shikari and the lich return, the lich is reincarnated in a vessel that is in all ways their original self, with no loss of power or skill, though they will appear cadaverous. Despite this, they now only age 1 year for every 1,000 years that pass; they are immune to iron weapons, Toxins, and spells of the Mind and Entropy paradigms; they may commit as many spells as they desire to be inscribed inside their skulls (making Lich skulls extremely potent magical books in their own right); and they are able to read and speak all languages
Lichdom Cunning 2 (plus see below) Cost
66,666au
This dangerous and depraved rite binds a Mortal’s noumenon to a phylactery, allowing them to live on as a lich with life everlasting. In addition to the exorbitant costs above, this rite requires: a phylactery (see Create Juju) a dagger or knife enchanted with Bleeding (see Sword Magic) a Mortal vessel - that is, a human corpse - dead for less than 7 days The witch performing the ritual must do the following: 1. The soon-to-be-Lich, witch, coven, and Shikari must all be in a room suitable for the ritual of Katabasis. 2. The phylactery is given to the Mortal who wishes to become a lich. The Mortal is then stabbed with the enchanted dagger, and their blood used to wash the relic. 3. A Leech must use Mend to keep the Mortal alive as long as possible. Every time the Bleeding is staunched, the lich must be stabbed again. 4. Once the Mortal dies, the ritual of Damning must be performed, which will consume the corpse 5. The ritual of Katabasis must then be performed; however, the ritual produces no coins, as the magic used to create the coins must instead be used to profane the phylactery so that it might be carried by the dead who have drunk the poison. Anyone who wants to come back will need to find some coins on the other side, including 2 for the Mortal attempting to become a Lich 6. Trusted minions must now carry the phylactery into the Isle of the Dead, find the soul of the lich, and coax it into the phylactery. The noumenon of the Lich will now be inside of the phylactery forever more. They cannot die so long as the phylactery remains intact. 213
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• you may ignore the negative effect of a Failure when using your Mojo (that is, you may keep your Mojo die even if they roll a 1 or a 2) while standing on the Unhallowed Earth
Malison Cunning 3+ Cost
• finally, no Sacraments may be performed on Unhallowed Earth
See below
This ritual is the only one that does not require Unhallowed Earth to perform.
You can place one of the base Cursestable-curses: on a person within [Cunning]km; on an item; or on your familiar.
Witch Mark Cunning 2
• a random Lesser Curse requires 3 [Cunning]
Cost
• a specific Lesser Curse requires 5 [Cunning] • a random Greater Curse requires 7 [Cunning]
A personal mark of power placed on any non-living item. The mark itself is not magical, but requires the Third Eye to see. Unless you’ve seen this Witch Mark before (if you knew them personally, for example), a Skill: Lore check is required to determine the owner of the Witch Mark. Unhallowed Earth imbued with your Witch Mark follows the same rules (visible via the Third Eye, requires a Skill:Lore check to identify the owner).
• a specific Greater Curse requires 9 [Cunning] You can break any of your own curses at will. Malisons will survive your death. The cost to cast the curse is [Cunning]x10au
Unhallowed Earth Cunning 2+ (plus see below) Cost
66ag
66au
You can either desecrate Hallowed Ground, or create Unhallowed Earth for the casting of rituals, somewhere within [Cunning]km of you. You create / desecrate an area [Cunning]x2 meters in diameter. If you’re attempting to desecrate Hallowed Ground, the diameter must be equal to or exceed the area of the Hallowed Ground. You must create a Witch Mark that will be consumed during the ritual; this Witch Mark identifies the Unhallowed Earth as ”belonging” to you. Another Mystic knows the size of the Unhallowed Earth, but not necessarily who it belongs to. Unhallowed Earth with your Witch Mark on it provides the following benefits: • no Mortals may enter Unhallowed Earth unless you accompany them • you may immediately end a Markovian effect while standing on the Unhallowed Earth 214
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Wonders
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Staff Magic A staff can be a cane, club, wand, staff, caduceus, or walking stick; it is a necessary accessory for any Philosopher reaching the heights of their study. It must be made out of a special material: the more powerful the staff, the better the material must be. If you’re making an Iron level staff you might need a branch from an ash tree from the Forbidden Wood. If you’re making a Gold level staff, it might need to be the femur of the Great Wyrm Vermithrax. Work this out with the Arbiter! All staffs are 2-handed Fast Brawl weapons that do d6 damage. They can produce light at will (as a torch); can hit creatures only affected by magic weapons; and can dispel Illusion with a touch (though this will prompt a Wizards’ Duel if the opposing wizard is present). If you do not wish anyone else to use this staff, it can be bound with a Wizard Sigil created by you. As long as the staff has your Wizard Sigil on it, the staff is just a normal quarterstaff in anyone else’s hands (though obviously made of special material!). You must place the Wizard Sigil at the moment you create the staff. A Staff is limited to 3 powers, but you can ”mix and match” from any group as you wish (so the staff could have 2 Iron powers and 1 Gold power if you wanted). These are just the most common abilities; you’re encouraged to work out additional abilities with the Arbiter.
Iron Powers 500fe each
The ”Stackable” column in the table indicates if the ability can be bought more than once. When you see [num] in a description, this is the number of times you bought the ability.
† Instead
Effect All Saves +1 Anchor: d8 Blood: 1 Damage +1 Daze Insight: +1 Mending Mitigation: Mishap to nothing Safe Casting Use your ♦INT for Fight Rolls†
of ♣VIG
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Anchor
Silver Powers
Changes the die you roll with your ♦INT when rolling a Torrent,; instead of a d6, use the die listed
1000ag each
Blood Effect All Saves +2 Anchor: d10 Blood: 2 Damage DC⇧ Insight: +2 Mitigation: Calamity to Mishap Power Casting Rend Use your ♦INT for Fight and Guard‡ rolls
Stackable No No No No Yes No Yes No No
Once per Session, you can tap into the power of the Staff directly and add 1 (Iron), 2 (Silver), or 3 (Gold) Blood Dice to your Pool.
Insight Up to [num] times a Session, you can add a +1,+2, or +4 (depending on the level) to any Knowledge roll. You can only use this ability once per roll i.e. you cannot use Insight: +2 twice on the same roll to get a +4
Mending
Gold Powers
The ◎ cost of Mend is 1 as long as the staff is in your possession.
Mitigation
2500au each Effect All Saves +4 Anchor: d12 Blood: 3 Cleave Damage DC⇧ Insight: +4 Mitigation: Ruin to Calamity Natural Casting Wisdom
Once per Session, Mitigation reduces the effect of a Ruin to a Calamity (Gold); a Calamity to a Mishap (Silver); and eliminates the effect of a Mishap (Iron).
Stackable No No No No Yes Yes No Yes No
Natural Casting Your Blood Dice are only depleted on a natural 1 (instead of a 1 or 2).
Power Casting You can replace one of your rolled Blood Die with a natural 6 (as if it was rolled) [num] times per Session
Safe Casting You can replace one of your rolled Blood Die with a natural 1 (as if it was rolled) [num] times per Session.
Wisdom Whenever you fail a Leechcraft roll, the negative modifier is -1 instead of -2 (the modifiers are still cumulative).
‡ Instead
of ♠DEX
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Sword Magic As the green flames, stung by her runes, leaped up, and the heat of the fire grew intenser, she stepped backwards further and further, and merely uttered her runes a little louder the further she got from the fire. She bade Alveric pile on logs, dark logs of oak that lay there cumbering the heath; and at once, as he dropped them on, the heat licked them up; and the witch went on pronouncing her louder runes, and the flames danced wild and green; and down in the embers the seventeen, whose paths had once crossed Earth’s when they wandered free, knew heat again as great as they had known, even on that desperate ride that had brought them here. And when Alveric could no longer come near the fire, and the witch was some yards from it shouting her runes, the magical flames burned all the ashes away and that portent that flared on the hill as suddenly ceased, leaving only a circle that sullenly glowed on the ground, like the evil pool that glares where thermite has burst. And flat in the glow, all liquid still, lay the sword. ∼ The King of Elfland’s Daughter
The Runes of Elfland You can place a maximum of 3 runes on a weapon Because Spriggan can’t handle iron, the material of the weapon must be exotic (silver, gold, etc) or otherworldly (adamantium, meteorite). The material needs to be available and should be worked out with the Arbiter. Only daggers, swords (long and short), and spears can be enchanted In order to accept an enchantment, the weapon must have a Mortal sigil, mark, or writ etched onto the blade, once for each Elfland Rune. Archaic runes require a Wizard Sigil, Fiendish runes require a Witch Mark, and Seraphic runes require a Holy Writ. The weapons is enchanted with the help of the Abandoned. You must summon one of the Abandoned for each rune you wish to etch on the blade; each Abandoned can write a single Elfland Rune on the weapon. The Abandoned can only write in the language that they know: Archons can only write Archaic Runes, Fiends can only write Fiendish Runes, and Seraphs can only write Seraphic Runes. Aside from the cost of the weapon itself, you must pay for the materials necessary to perform the magic. • The first Rune costs 1,000fe in materials.
The Rom who have turned their backs on Elfland still have some skill in writing the runes and glyphs of the Abandoned onto Mortal weapons: longswords, shortswords, daggers, and spears.
Magic Weapons Enchanted weapons can all strike creatures that require magical weapons to hit, and can emit a small circle of bluish or greenish light at will (similar to the light cast by a few candles). Weapons are often named after their wielder or maker, and the powers of the runes on the blade. Some examples:
• The second Rune costs 2,500ag in materials.
• The Hallowed and Indestructible Spear of Yoon-Suin
• The third Rune cost 5,000au in materials.
• The Thrice Deadly Dagger of Kos The runes on the next page will get you started. Feel free to work with the Arbiter for additional powers.
• The Flaming and Twice Accurate Sword of Magnuss 218
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Archaic Runes
a Save vs. Doom or be paralyzed for d4 Markovian.
Cleaving
Bloodletting
The weapon has the Weapon Trait: Cleave
In addition to its normal damage, the weapon inflicts Bleeding when it hits Flesh.
Dazing
Seraphic Runes
The weapon has the Weapon Trait: Daze Hefty
Hallowed
The weapon has the Weapon Trait: Hefty
In addition to its normal damage, the weapon deals +d4 extra damage to the Unhallowed. This Rune can be written more than once.
Rending The weapon has the Weapon Trait: Rend
Indestructible
Brutal
The weapon cannot be destroyed by non-magical means (acid, rust, etc.), and it gets a +4 to its Saves against being destroyed by magical means (even if it would normally not get a Save). The sword uses your Save vs Doom for its Saves.
The weapon has the Weapon Trait: Brutal Lucky The weapon has a d4 Use that can be used to add to any R⑳ attempt you’re making. You can use this Use to add to any R⑳ attempt you’re making (including Fight and Guard). The Use is restored at the start of the next Session.
Tenacious The weapon cannot be dropped unless wielder wills it. If you are struck down, there is no way to remove the weapon from your hand short of cutting the hand off (which breaks the enchantment)
Fiendish Runes
Infamous
Accurate
When you deal a killing blow with this weapon, the victim’s noumenon is briefly revealed (for most creatures, it appears as a small, vaporous homonculous which vanishes after a few moments). This immediately forces a morale check for all enemies that are Close.
Adds +1 to your Fight R⑳ when using this weapon. This Rune can be written more than once. Shielding Add +1 to your Guard R⑳ when using this weapon. This Rune can be written more than once
Vigilant
Deadly
When in your hands, you can see invisible creatures, and you have both Day Vision and Dark Vision (and you can switch between them at will). You cannot be surprised while the weapon is in your hands.
The weapon’s damage is DC⇧. This Rune can be written more than once. Flaming In addition to its normal damage, the weapon deals +d4 fire damage. On a Crit, the victim must make a Save vs. Doom or be lit on fire for d4 Markovian (+d3 damage at the top of the Moment)
Rallying When you deal a killing blow with this weapon, your allies automatically win Init in the next Moment.
Icy In addition to its normal damage, the weapon deals +d4 ice damage. On a Crit, the victim must make
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Bob who’s always standing in front of the Bloated Cuttlefish to grab them). If they win the next check, they catch their prey and the chase is over.
Miscellany Adding and Splitting Usage Dice
Jumping Distances
To avoid mathematical insanity, Use can only be a) combined with another UD of the same type or b) split into 2 equal Use . You can’t split a d4 Use , and you can’t combine a d20 or d24 Use Use d2 d3 d4 d6 d8 d10 d12 d16 d20 d24
Combine Into... d3 d4 d6 d10 d12 d16 d20 d24 n/a n/a
If an adventurer is trying to jump over something, they must R⑳ using their Move plus either ♣VIG or ♠DEX (their choice) plus a modifier for distance: R⑳ : Move plus ♣VIG or ♠DEX plus Modifiers
Split Into ... n/a n/a n/a 2 d4 2 d6 1 d6 + 1 d8 2 d8 2 d10 2 d12 2 d16
The modifier depends on whether or not they have a running start. A adventurer can’t jump more than 9m (4m if standing): Distance(m) 1 2 3 4 5 6 7 8 9
Movement Getting Chased
Running Bonus +9 +7 +5 +3 +0 -3 -5 -7 -9
Standing Bonus -3 -5 -7 -9 n/a n/a n/a n/a n/a
An unarmored person (d20) with a d12 ♠DEX wants to make a running jump over a 3m pit. They have to R⑳ with a d20+d12+5 (about a 63% chance) The Solider with Heavy armor (d4) and a d16 ♣VIG would need to R⑳ with a d20+d4+5 to jump over the same pit (about a 43% chance).
Both the pursuer and the pursued roll an R⧁ : Move . Unless they split up, use the lowest Move in the group. The loser moves their Move DC⇩, the winner moves their Move is DC⇧(track this separately, this is just for the purposes of the chase). The chase ends when someone loses on a d4 or wins on a d20. During a chase, any Shoot or Throw attacks suffer a penalty equal to the opponent’s [max] Move (-4 for a d4, -8 for a d8, etc)
Climbing and Falling
If someone is being chased and the pursuer rolls a Failure on their Move , the adventurer being chased can try to do something to lose them (so in a city something like jumping onto a roof or into an alley or a random doorway or spilling a cart in front of them). If they win the next check, they lose the pursuer and the chase is over.
There’s no damage if you fall 5m or less. For every meter over 5 you fall, you take 1 damage (so 6m would be 6 damage). This damage can be absorbed by Armor but not Grit (or a shield). You get 2 chances to reduce damage:
If a adventurer is pursuing someone and their prey rolls a Failure on their Move , the adventurer can try to do something to stop them (like yelling at Old
1. Roll a R✓: Talent. If you succeed, take half damage (if you fail, move your Use DC⇩)
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2. Make a Save vs. Doom. If you succeed, take half damage again.
Dangerous Terrain If the adventurers are crossing an area that is dangerous, or where time is of the essence, give the room a total number that you need to roll to cross it. Every Move roll takes a Moment - so crossing the room with a movement number of 12 will require at least 3 Moments for the adventurer in Heavy Plate (3d4), while the guy in a nightshirt has a 45% chance to do it in one try.
These effects stack - so making your Talent roll + Save vs. Doom will reduce the amount of damage by 75%. Roll the check and Save before you apply damage to Armor or Flesh. If falling means you are Dying, you also take the effects of Bleeding and Knocked Out
Swimming Swimming is fairly straightforward: • If the adventurer is in Combat, all Actions take twice as long i.e. it will take them two Maneuvers to move from Close to Nearby, two Maneuvers to get something from their pack, etc. • The adventurer is unable to Fight or Guard while swimming • The adventurer cannot be carrying or wearing any Significant Items except a dagger Adventurers are heroic, so they should generally be able to swim long distances without any additional checks. However, in high seas or over very long distances, the Arbiter can have the adventurer attempt a Skill:Salt check. If they fail, they begin drowning unless they can breathe underwater. Each time they fail their Skill:Salt roll, they must make a Death roll. Each time they fail thereafter, they receive a -1 cumulative modifier (-1 the first time, -2 the second, etc up to a -4).
Removing Armor Helmets, Shields, and Light Armor take Moments to remove. Medium and Heavy Armor take Minutes to remove.
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Knavery First - a Whisper roll should only be required if the difference between success and failure would be interesting, or when the attempt shouldn’t be an automatic success. If either of these cases are true, let the Knave succeed without rolling anything. Setting a difficulty for a Knave’s Whisper try means picking a number between 2 and 9 (remember the Adventurer can only add a [max] of +4 to their Whisper roll with their Luck). Whispers of Anne Bonny
are a 6, and Primary Sigils are a 9.
Climbing: Every 10m should be a point of difficulty. Add a point if the wall is particularly slippery, it’s windy, or if the Knave is encumbered or injured; subtract a point if the Knave has rope or climbing gear, or strips off equipment to make climbing easier.
Whispers of The Bride Sneaking: Assign a point of difficulty for each HD of a Monster. Add a point if the area is well lit; add another point if the Knave is trying to slip past guards or someone looking for them. Subtract a point for dark areas or distractions.
Disguise and Forgery: Using minor details to disguise yourself as a stranger, or lying to a kid might be a 2; changing your gender or species, or forging an arrest warrant, might be a 4 or 5; pretending you’re someone famous might be a 7; lying to a Sphinx, forging an Article of War, or fooling a close friend might be a 9.
A crowded room or shadowy street might be a 2 or 3; through a guarded doorway lit by torches might be a 6; hiding in someone’s shadow in a well lit room might be a 9.
Travel
Whispers of Br’er Rabbit Picking Pockets: Picking the pocket of a common yokel in a crowded street might be a 2; stealing the keys from a guard’s belt might be a 5; palming a card in a game with demons might be a 7; stealing the rings from the king’s finger when you kiss his hand might be a 9.
Ed: This idea is taken from John Carr’s Age of Ruins
Journeys Journeys consist of a number of routes (called Legs) to get from one point to another. These routes are sometimes defined (”the Iron Road”, ”the High Pass”, etc.) but the adventurers will often make routes of their own from looking at a map. For example, ”we must bear north, following the Miskatonic River, until we reach the mouth of the bay. From there we will follow the coast west until we reach the point where the Iron Road meets Portsmouth, then follow the road south to Erl” is a journey of 3 legs (north to the bay, west to the road, south to Erl). At the end of each Leg, you must roll your Party Provisions Use - just before you do, if someone can R⑳ using their Skill:Travel, the provisions only move DC⇩on a roll of a 1 (instead of a 1 or 2).
Whispers of Sun Wukong Locks: A common lock on a blacksmith’s shop might be a 2; your hands bound with rope might be a 4; a jeweler’s lockbox in a Large settlement might be a 5; slipping free of manacles might be a 6; an item locked by the Lock spell might be a 7; the lock on the Gates of Hell would be a 9. Traps: assign two difficulties - the difficulty of finding the trap and the difficulty of disarming a trap. A hunter’s snare or goblin trap might be a 2 or 3; a elaborate Rube Goldberg trap in a mummy’s tomb might be a 5; an invisible tripwire that triggers an explosion might be a 7; a trap designed by an Grimtooth might be a 9. Inscribed Sigils can also be erased with the Whispers of Sun Wukong. Iron Sigils are a 3, Silver Sigils
To figure out what happens on a Journey, you’ll need a deck of cards. Leave the Jokers in.
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provisions (see above) 2) you’re lost (see below); 3) you run into hostiles (see below)
Legs Roughly speaking, each leg of a journey is about 5-10 Days (50-100 leagues) (this can change at the Arbiter’s discretion). The Arbiter should assign a Danger value to each leg on a scale of 1 (the Gold Road) to 6 (trog-infested swamps). The Arbiter should inform the adventurers of the Danger value of each Leg before they set out, in case they want to change their minds.
Lost This can only happen if you are not on a road. If you’re traveling by road, you can ignore this result.
Grab a deck of cards. For each Leg, draw a number of cards equal to the Danger of the Leg. You’ll use the same deck of cards for the entire Journey (so don’t shuffle the cards back in until the Journey is complete).
Someone in your party must try their Skill: Travel. If they succeed, you get back on track. If they fail, the Arbiter will move you in a random direction (on a hex map, roll a d6 and move the party in that direction) and will draw another card and put it on the bottom of the pile. Continue in this way until someone succeeds at their Skill: Travel roll to figure out where they are.
If you don’t draw a face card, an Ace, or a Joker nothing happens. If you do, first check the suit :
Hostiles
Suit Effect Clubs Lose provisions Use Diamonds You hit some bad weather Hearts You get lost or are off course Spades You run into some hostiles Jokers You stumble on something interesting ...
Roll on your random monster table for this area
Something Interesting This can only happen if you are not on a road. If you’re traveling by road, ignore this result. This is entirely up to the Arbiter, but might include : entrance to a small dungeon, weird shrine to a lost god, abandoned gnoll war camp, etc.
Next, check the type of card to see when the event takes place: Face Jack Queen King Ace Joker
Effect Predawn Morning Afternoon Evening Arbiter’s Choice
We’re Out of Food If you run out of food, time switches to Game Time. The Arbiter should determine how many Days the party is from their destination (the party can cover 10 leagues / 1 hex on a road every Day, whereas it might take 3 Days to cover 1 hex in the mountains). The party should now follow the rules as if they were in a wilderness dungeon, including rolling Personal Provisions, using their Skill: Bushcraft, etc.
Lose Provisions Rats ate the flour; the mule stumbled and dropped the bacon in a river; someone ate more than their fair share along the way. Move your Provisions DC⇩. Someone can try a R⑳ using their Skill:Travel to prevent this from happening.
Bad Weather You hit appropriate bad weather (snowstorm, sandstorm, torrential downpour, etc). Someone in your party must try their Skill: Travel. If they succeed, nothing happens. If they fail, roll a d3: 1) you lose
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Monster Power
Monsters
Weak Health 3 per HD ♣VIG R⧁ d6+HD
Monster Morale Morale is broken into 3 general types: Cowardly, Orderly, and Fanatical. Roll Morale by rolling 2d6 - if the number is greater than the basic roll (but not equal to!), they will attempt to flee or surrender.
Average 5 per HD d10+HD
Strong 7 per HD d16+HD
• Monster Power is used to determine Health (3, 5, or 7 Health per HD ) • Monster R⧁ is used if a ♣VIG R⧁ is required
• Cowardly Basic roll is 3. If the Monsters are in a group, roll a) when the first Monster dies (but only if the Monsters are outnumbered; b) when half the Monsters are down; or c) whenever a ”leader” dies. If the Monster is by itself, roll a) when it first takes damage and b) when it’s at half Health or less.
Monster Soak Soak is a general term to represent a damage threshold because of armor, thick scales or carapaces, or tough or rubbery bodies. The amount of damage from a physical attack is reduced by the amount of the Soak. For example, a Monster with a Soak of 3 would ignore 3 points of damage from a physical attack (so if you roll a 4 for damage, the Monster will only take 1 point of damage). Certain Monsters have a Soak against specific types of weapons (for example, Skeletons can Soak 1 point of Stabbing damage). Murder bypasses Soak, and Rend reduces Soak by 1.
• Orderly Basic roll is 7. If the Monsters are in a group, roll a) when half the Monsters are down; or b) if all the leaders are dead. If the Monster is by itself, roll when it’s at half Health or less. • Fanatical Basic roll is 11. If the Monsters are in a group, roll when half the Monsters are down AND all the leaders are dead. If the Monster is by itself, it will automatically pass a morale check.
Rating 1 2 3 4
Monster Modifiers
Examples Armored troops, Giant Toads, Skeletons (bashing only), etc Knights, Giant Beetles, etc Automatons, Powerful Demons etc Dragons, Titans, etc
Monster Speed Slow Speed d20 ♠DEX R⧁ d6+HD Actions 1
Base d16 d10+HD 2
Monster Saves
Fast d12 d16+HD 3
For their Saves, Monsters must R⑳ using their Save die + the modifier + 1d20 (for example, if a Monsters has a Save of 1d8+1, they would need to R⑳ using a d8+1+d20).
• Monster Speed is used when rolling Init If a Monster’s Save is listed as ”Boxcars”, roll 2d6. They fail their Save unless they roll ”Boxcars” (2 natural 6s). This counts as a die roll, so effects that can target dice can affect one (or both!) of these dice.
• Monster R⧁ is used if a ♠DEX R⧁ is required • Monster Actions are the number of Actions they can take in a Moment. Like the Adventurers, the Monster’s Moment ends when they take a Combat Action.
If a Monster’s Save is listed as ”Snake Eyes”, roll 2d6. They fail their Save on a ”snake eyes” (2 natural 1s rolled). This counts as a die roll, so effects that can target dice can affect one (or both!) of these dice.
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Dinosaurs: Zoological. T-Rex, pteranodons, and denizens of Skull Island Dire Beasts: Zoological. Terrifying primordial megafauna, like saber tooth tigers and dire bears. Dragons: Need no introduction. Immune to the Mind paradigm, and to Elemental Damage that corresponds to their breath weapon. They can only be struck by magical weapons, and they automatically win any R⧁ tries. Seeing a Dragon prompts a Sanity roll. Elementals: Creatures of pure elemental power (water, wood, wind, etc.) Elementals take no damage from iron weapons, and no damage from spells unless they are from the Elemental paradigm Giantkin: Ogres, Trolls, and Giants (of course). Massive bipedal monsters. Giantkin automatically win any for R⧁ : ♣VIG tries. Goblinoids: Eerily similar to Night Children. Kobolds, orcs, etc. Clever. Goos: Slimes, oozes, and jellies. All Goos are Amorphous (immune to Murder) and Mindless. They can climb walls, hang on ceilings, and pass beneath doors. Horrors: Werewolves, ghouls, and wights. Seeing a Horror immediately prompts a Sanity roll. Unhallowed. Plantlife: Mushmen, fungoids, treants, and swamp things. Reptiles: Zoological. Snakes and lizards. Shades: Ghosts and shadows. Take no damage from weapons made from iron; from spells of the Force or Mind paradigm; or from Toxins. Seeing a Shade immediately prompts a Sanity roll. Unhallowed Swarms: Zoological. Usually insects. All Nearby swarming Monsters share their Health equally as one ”pool”, and take double damage from attacks that affect multiple targets. Walking Dead: Skeletons and zombies. All Walking Dead are Mindless (immune to spells from Mind paradigm, no morale) and Unhallowed. They take no damage from Toxins.
Basic Monster Stats HD 0§ 1 2 3 4 5 6 7 8 9
Damage Weakness d3 d24 d4 d24 d6 d20 2d4 d20 d10 d16 d12 d16 d6+d8 d12 2d8 d10 2d10 d6 d10+d12 d3
Base Save Boxcars d4 d8+1 d8+1 d12+2 d12+2 d16+3 d16+3 d24+4 Snake Eyes
Basic Monster Mv
Speed
Dmg
Damage Tar- Hlth HD gets HD (Power) [Soak]
Morale Morale
Wk
Weakness
Save Save
Attributes Description and extra information
Monster Classification This is just a general overview of the Monsters you might encounter in the Totality of Ygg. Abberations: Creatures created through magic and experimentation. Immune to Biomancy spells and Toxins Amphibians: Zoological. Frogs, toads, and salamanders. Amphibians are Slippery Arthropods: Zoological. Spiders, centipedes, and beetles. Automatons: Creatures built by someone else (robots, golems). Automatons are Mindless and Unhallowed Demons: Creatures born of Hell. Demons take no damage from iron weapons or spells not of the Entropy paradigm. Seeing a Demon prompts a Sanity check (including for Allies if summoned by a Spriggan). Unhallowed §0
HD means the Monster has 1 Health
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For a resting check, make a R⑳ try using a d20 plus a d4 (this will give you a little better than a 1 in 6 chance). If you feel the area is heavily trafficked or not safe, feel free to move the d4 DC⇧to suit your needs (see Appendix E: The Math). You get a -4 on your roll if there’s a Pooka present.
Wandering Monsters First things first - a wandering Monster check is completely optional and up to your discretion. That said, the extra dose of randomness can add a lot of risk to your game and get the Adventurers to think twice before they try ”... one more room ...”
Adventurers heal Grit right away when taking a Bivouac, but they don’t get any of the other bonuses for resting until the Bivouac is complete (meaning that if a wandering Monster finds them while they’re resting, they won’t necessarily be completely healed up).
Break your wandering Monster checks into two types: active and resting. ”Active” means people are banging around the dungeon, ”whispering” to each other, stepping on feet, coughing from torch smoke, snickering at stupid jokes, and generally behaving like a group of kindergartners trying to be quiet. Whoever has the lowest Move in the party checks with a R✓: Move try; Failure means a wandering Monster shows up. A good rule of thumb is to check once every 30 minutes of actual game time or if the Adventurers are making a lot of noise or if you feel like it. Keep Surprise in mind! When the Adventurers take a Bivouac, switch to a ”resting” check. A Bivouac is 8 hours on average, so check twice over the course of the Bivouac. Surprise is automatic if the Adventurers don’t bother to set a watch.
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• If an Adventurer rolls minimum damage, R✓:♥FOC . Failure is a Fumble
Checklists
• If an Adventurer rolls maximum damage, R✓:♥FOC . Success means a Crit
Session Checklist
• If an Adventurer is Dying, roll for a Wound right away - it might affect their Breather.
At the start of the Session: □ Have any addicts roll their Narcotics Use so they can get their ”fix”. If they don’t have the narcotic on-hand, they are Sickened for the rest of the Session (unless a Philosopher is willing to give them some Laudanum) □ Any Mystics who have the Virtue of Cunning move their position once counter-clockwise on the Wheel □ Remind everyone that spells and effects that last ”one Session” have now expired □ Write down any effects or modifiers the players might have from Wounds, Curses, etc.
After Combat: □ Check to see if anyone has any Wounds and make note of them □ Ask if they want to take a Breather
Resting Checklist Taking a Breather □ Ask if anyone is taking any Narcotics. Make sure no one Overdoses. □ Have everyone roll their Trope or Species Vitality and restore that much Grit (unless a Wound prevents it) □ If there’s a Pooka in the party, have them roll [lvl] d6. They can divvy up [sum] Grit to the party any way they want □ Sellswords with Second Skin can repair their Armor up to [max] Use .
Combat Checklist At the start of combat: □ Place the adventurer and Monster tokens in the appropriate range bubbles □ Figure out if anyone is Surprised □ Check to see if anyone has any additional effects that must be rolled just before the Init phase □ Have everyone roll Init. Pookas automatically win Init.
Taking a Bivouac □ Collect a Use roll against Personal Provisions for each person resting. Anyone who doesn’t make the roll gets none of the following benefits □ Each adventurer may remove a single nonserious wound □ If a Wound doesn’t prevent them from doing so, they can restore all Grit □ Each adventurer can restore [lvl] Flesh □ Adventurers can restore 1 Use of any Intangible Stat □ Adventurers can restore 1 Use of Armor up to their [max] □ Adventurers restore some Pool or Use depending on their Flavor: * Sellswords: Restore 1 Deed Use * Knaves and Pooka: Restore 1 Luck Use * Philosophers: Restore up to 2 Blood Pool and/or reset your Knowledge
During Combat: □ Everyone rolls Init. If there are Monsters of different speeds (Fast and Slow, for example), roll in descending order (roll Init vs. Fast, then roll Init vs Slow). If you R⑳ Init, stop. □ Check for ”top of the Moment” effects before an adventurer acts □ Adventurers who R⑳ Fast Monsters go first. Then Fast Monsters. Adventurers who beat Average Monsters, then Average Monsters, etc. Adventurers who failed all their R⑳ attempts go last. □ Resolve combat □ Check for ”bottom of the Moment” effects (including Markovian effects)
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Die modifiers * Mystics: Restore up to 2 Grace Pool and/or 1 Mojo Use * Spriggan: Restore all Sovereignty □ Roll for Wandering Monsters if you desire (if there’s a Pooka present, your roll is -4. If there’s a Hearthfire lit, ignore this step) Taking a Vacation □ Charge the appropriate number of coins (see Vacation). If they can’t pay, they get no further benefit □ Restore all Grit and Flesh to [max] □ Repair your Armor up to [max] . To repair a [max] value, they’ll need a Leatherworker or Smith (see Civilization) □ Restore Use for all Intangible Stats up to [max] □ Restore all Pool dice to [max] □ Assign Gloryadvancement-adventuring if appropriate □ Use the Servicescivilization-services chart for Leatherworkers, Smiths, Traders, Narcotics, etc. if the adventurers go ”shopping” or are trying to find something specific. Let them spend their money and assign them Glory as they go. □ Ask if anyone is going Carousing (do they have a Pooka?) □ Check if anyone gained a level □ Check if anyone is using any Research, Cunning, or Faith; or attempting to create a weapon with Staff Magic or Sword Magic
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Appendices
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Wounds
Appendix A: Combat Tables
A brush with death is not without its cost. Roll a d3 to determine what kind of wound you receive: 1) a Physical Wound; 2) a Mental Wound; 3) a Spiritual Wound. The effects of Wounds are healed by taking a Bivouac unless the damage is permanent (a Beating, Madness, or Life Drain). Those can only be healed during a Vacation.
Fumbles If you fumble, roll on the following table depending on your armor: Weight None Light Medium Heavy Shield Helmet
Roll a d10 on the appropriate table below
Die d2 d4 d8 d12 +1 to roll +1 to roll
Physical Wounds 1. Permanent superficial scar, you say where. 2. Broken nose, you can’t smell anything and your [max] Presence is DC⇩until fixed 3. Ringing ears, Listen checks are at -1
If something doesn’t apply, move up the chart (that is, things get worse) to the next available effect that works.
4. Crushed your hand, -2 to any R⑳ tries requiring fine motor coordination 5. Pulled a shoulder muscle, -1 Damage (minimum 1)
1. You miss spectacularly and everyone laughs at you and now no one will invite you to prom. Lose 1 Grit on account of the shame.
6. Got your bell rung. No effect if you were wearing a helmet. You can’t do anything requiring Concentration (including casting some spells). Your [max] Awareness is DC⇩until fixed.
2. You miss and lose your grip on your weapon and you’re holding it all awkward and things feel weird. Your next Fight roll is -4
7. Twisted your knee or ankle. Your Move is DC⇩
3. You’ll tell everyone that your opponent dodged but really you got all turned around. Your next Guard roll is -4
8. Knocked d3 teeth out. Your [max] Presence is DC⇩permanently.
4. You Trip and Fall - you are now Prone.
9. Feeling your age. You are unable to heal Grit.
5. You Disarm yourself. If it’s a Shoot weapon, the bowstring breaks and it’ll take Minutes to fix, so let’s hope you have an Option B.
10. Serious Wound. Roll on the Beatings table
Mental Wounds
6. If you’re wearing a backpack you sever the straps, it splits open, and all the contents spill onto the ground. Backpack is now useless and everyone can see your weird collection of things you’ve been stealing
1. Develop a permanent nervous tic, you say what it is 2. Brush with insanity - roll your Sanity die.
7. You really overextend yourself, pull a hammy, and mess up your Armor (if you’re wearing any). Make an Armor Use roll.
3. You forget how to use one of your Skills (determined randomly) 4. Ennui. Move is DC⇩
8. (or more) Stop hitting yourself! Roll damage against Armor (if you’ve got it) or Flesh.
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Beatings
6. Distracted. You can’t do anything requiring Concentration (including casting some spells). Your [max] Awareness is DC⇩until fixed.
1 2 3 4 5 6 7 8 9 10
7. Badly shaken. -2 to any R⑳ tries requiring fine motor coordination 8. Susceptible to suggestion - Sleep and Charm Person work on you automatically, and you’ll tend to believe anything someone says 9. Confidence shaken. You are unable to heal Grit 10. Serious Wound. Roll on the Madness! table
Spiritual Wounds
Arm You’ve injured your [1-3 left, 4-6 right] 1) Hand; 2) Forearm; 3) Elbow; 4) Bicep; 5) Triceps; 6) Underarm. Whichever arm got hit is useless you can’t hold anything with it. You can’t use 2h weapons. If it’s your ”main hand”, make your Fight R⑳ checks at -4. If you don’t know which one is your ”main” hand, roll a d6: 1-4 it’s your right, 5-6 it’s your left. Legs You’ve injured your [1-3 left, 4-6 right] 1) Foot; 2) Shin; 3) Calf; 4) Knee; 5) Thigh; 6) Hip You can’t run and can only walk with a limp. Your Move drops DC⇩x2 (meaning you’re immobile if you’re wearing heavy armor) Face You’ve injured your 1) Cheek; 2) Ear; 3) Mouth; 4) Nose; 5) Eye; 6) Jaw. That’s pretty rough to look at. If you’re wearing a helmet, no effect but the helmet is destroyed. Otherwise, your [max] Presence drops DC⇩x2 permanently. If it was an eye injury, also take -4 to Fight R⑳ with Throw or Shoot weapons. Groin / Genitals Everyone winces, you drop to the fetal position for Minutes and can’t move. Kids are probably out of the question. You can’t heal any Grit until the Wound is taken care of. Back You’ve injured your 1) left upper; 2) right upper; 3) left lower; 4) right lower back! You can’t carry any Significant Items (including armor and weapons) Neck You’ve injured your 1) throat; 2) back of neck; 3) left side of neck; 4) right side of neck; 5) left shoulder; 6) right shoulder. If it’s your shoulder, same as ”Arm” above. If it’s your throat or neck, you are unable to speak (including cast spells) until the Wound is taken care of. Chest You’ve injured your [1-3 left, 4-6 right] chest and ribcage. Any time you do anything strenuous (like Fighting, Guarding, or running
1. Your brush with death turns your hair permanently white (can’t be healed) 2. A random Insignificant Item (Arbiter rolls) rolls off somewhere and is permanently lost (can’t be found) 3. Only saved by luck. DC⇩until dealt with.
Arm Leg Face Groin / Genitals Back Neck Chest Abdomen Spine Head
Your [max] Talent is
4. Marked for death. Monsters will target you first in Combat 5. Empty luck battery. Automatically take a 1 in any Luck Contests. 6. Winds of Doom. You’ve only postponed the inevitable. Your Saves vs. Doom have a -4 penalty 7. Arcane target. Your Save vs. Hexes have a -4 penalty 8. Karma extracts a toll - your [max] Talent is DC⇩permanently. 9. Unquiet thoughts. You are unable to heal Grit. 10. Serious Wound. Roll on the Life Drain table
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away), make a R✓: ♣VIG try. If you Fail, you take The Vapors. Abdomen Take Minutes to stuff your intestine back inside your body. Any time you do anything strenuous (like Fighting, Guarding, or running away), make a R✓: ♣VIG try. If you Fail, you immediately begin Bleeding. Spine You’re partially paralyzed and can only crawl. Treat as if you were permanently Prone. Head Helmets save lives - destroy your helmet if you have one and take no effect. Otherwise you fall comatose. Treat as if you had a permanent case of The Vapors
Life Drain 1 2 3 4 5 6
Language Civilization Skill Passion Humanity Allies Language You can on longer speak, read, or write any language. You can still moan and holler unintelligibly if desired. Civilization You can no longer use any tools or weapons; you have to perform all actions directly (with the body) Skill You’ve forgotten how to do anything not related to eating, fighting, and sleeping. All of your Skills drop to Untrained. Passion You become depressed and lethargic, unable to perform any actions during a Vacation (including going Carousing). During play, any action that would take Minutes or longer of continuous concentration requires a Sanity roll to complete (remember, a Failure requires a roll on the Terrifying Tables) Humanity You become perceptibly but indescribably inhuman. Animals growl or otherwise act hostile in your presence, and hirelings won’t follow you. Allies An attendant spirit was stolen from you. Familiars, intelligent weapons, the ability to remember the Forgotten, and relationships with MānaYood-Sushāī or Small Gods are all at risk.
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Appendix B: Random Tables Miracle Working These are pretty much verbatim from Logan Knight’s delightful Does This Look Infected? If you don’t have a Mystic in your party who can feed your Curse to a Hekaphage, then you’ll have to make do with cursebreakers, witchfinders, and cunning folk. The cost is 100 coins and a roll on the table below (feel free to improvise, too!) While breathing in the fragrant smoke of burning Govora pollen, ingest a pint of pig urine to induce vomiting. Drown a nightingale in the spilled contents of your stomach within the waiting iron urn, then keep the drowned body beneath your bed for three days before throwing it out the East window 2 A pregnant rat, teeth pulled and pups moving beneath fat-smeared fur, must be swallowed alive. When it gives birth to its young the affliction will pass onto them before they die and pass through your digestion. 3 Your face must be smothered with a duck-down pillow soaked in vinegar and hyena urine. When you finally struggle for breath at the point of collapse the pillow will be removed so that you may be slapped full in the face with a stillborn hound. This will be repeated as many times as necessary. 4 Hold six blessed sparrow eggs in your mouth and descend into the Corpusmilch Canal, do not swallow them until you touch the bottom. 5 Your body will be smeared with the putrescent black mud of the Nameless Bog. Ingest a small amount, be cautious not to consume too much, and do not bathe until two days have passed. 6 Submerge yourself in a copper bath of goat’s milk while suckling at the teat of a wetnurse until the malady has passed. 7 Swallow a river stone wrapped in maiden’s hair. The hair will absorb the affliction and pass from you along with the stone. 8 The affliction must be drawn out through the skin. Cupping using the severed horns of a tribe of black goats sacrificed beneath the full moon. 9 The afflicted area must be wrapped in dried kelp that was once soaked in the urine of an unfaithful man. The smoldering ashes of a sapling will then be laid upon it until they have burnt through and touched flesh. 10 Inhale a pinch of blue moss from the silver-gilded goat’s head snuff mull and seek the Divine Polycerate Goat in your dream wanderings. Supplicate before him and he may gnaw the affliction from your being. 11 A candle made from the fat of a drowned man and scented with Spring’s first bloom must be sat upon the forehead and allowed to burn down to hard streams of yellow nothing 12 You must lie within a circle of blessed yellowed candles, with the ashy pollen of the Widow’s Blossom dusted upon your face. Throughout the night the affliction will call to you from beyond the waxen circle in voices myriad and sweet. If you resist their call until morning, it will pass. 1
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Random Treasure Basic Treasure Table d6 1 2 3 4 5 6
Mundane Treasure I Roll 2d6
Nothing Mundane Treasure I Mundane Treasure II d6 coins d6x10 coins Roll on Better Treasure Table
11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66
Better Treasure Table d6 1 2 3 4 5 6
Roll on Gems Roll on Jewelry Roll on Drugs Roll on Chymistry Roll on Fetishes Roll twice
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False Teeth Obscure treasure map Love Letter Small silver knife Set of rusty keys Matches Copper hand mirror Spikes and a hammer Syringe (empty) Leather work gloves Flask of oil Flask of liquor Chalk 3 beans Mousetrap A few wooden puzzle pieces A carved pipe A rabbit’s foot A set of dice Brass ring 3 playing cards (Aces) A children’s toy top Small bone statues Blue quartz crystal A pair of purple ladies gloves A bag of teeth A few bones A comb A handkerchief Small petrified head A few round stones A wool cap A pair of undarned socks Small bottle of urine A duck bill A morbid shopping list (body parts)
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Gems
Mundane Treasure II Roll 2d6 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66
d6 1 2 3 4 5 6
A sash with a skull embroidered on it A small glowing stone (candlelight) A box of moss A severed finger A fishing hook and some line A belt buckle A recipe for mead A hand paper fan A pair of rose colored glasses A map to an area of the Veins A small metal sundial A hand drawn picture of a cave entrance A candle A lump of obsidian A magnet A bit of lace A list of names A silk shift An erotic drawing A bottle of regular glue A chess piece Fake ID A women’s shift A handful of seeds A pouch of salt A polished glass eyeball Wooden carving of an elephant Penknife A bottle of honey in the shape of a bear An oily rag A padlock and key An empty leather wallet A razor Sea glass Long rainbow scarf Heart shaped iron locket
Roll on Poor Gems Roll on Valuable Gems Roll on Costly Gems Roll on Poor Gems d6 times Roll on Valuable Gems d6 times Roll on Costly Gems d6 times
Poor Gems (d6x10 Iron) d6 1 2 3 4 5 6
Amber Amethyst Coral Garnet Jade Pearl
Valuable Gems (d6x10 Silver) d6 1 2 3 4 5 6
Aquamarine Garnet Black Pearl Topaz Alexandrite Spinel
Costly Gems (d6x10 Gold) d6 1 2 3 4 5 6
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Diamond Emerald Ruby Sapphire Opal Jacinth
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Jewelry
Fetishes
d6 1 2 3 4 5 6
Pick a random Wizardry arcana. d4 Use
d6 1 2 3 4 5 6
Necklace Ring Earring Brooch Bracelet Circlet
Drugs d6 1 2 3 4 5 6
Roll on Poor Jewelry Roll on Valuable Jewelry Roll on Costly Jewelry Incorporates a Poor Gem. Roll on that table. Roll again on this table. Incorporates a Valuable Gem. Roll on that table. Roll again on this table. Incorporates a Costly Gem. Roll on that table. Roll again on this table.
Chymicals d6 1 2 3 4 5 6
Poor Jewelry (d6x10 Iron) d6 1 2 3 4 5 6
Pipeweed Smokes Weed of Hasheeshian Woad Blackthroat Locus
Bronze Tin Copper Iron Bone Glass
Roll on Toxins Roll on Acids Random Tonic Random Powder Random Sera Random Unguent
Toxins d6 1-3 1 Dose Iron Toxin 4-5 1 Dose Silver Toxin 6 1 Dose Gold Toxin
Valuable Jewelry (d6x10 Silver)
Acids
d6 1 2 3 4 5 6
d6 1-3 1 Dose Iron Acid 4-5 1 Dose Silver Acid 6 1 Dose Gold Acid
Steel Ivory Stoneshape Shroomfoil Silver Brass
Costly Jewelry (d6x10 Gold) d6 1 2 3 4 5 6
Gold Platinum Orichalcum Occultum Moon-bronze Mithril
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Adventurer Occupations d6: 1-3 Country; 4-5 Village; 6 City d30 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Country Hobo Drunkard / Addict Orphan Gypsy Ditchdigger Serf Poacher Herder Mushroom Farmer Gatherer Hunter/Trapper Fisherman Woodcutter Butcher Prospector Molecatcher Guide Linkboy Alewife/Barkeep Prostitute Servingwench Escaped Criminal/Slave Cultist Midwife/Medicine Man Ferryman Graverobber Village Elder Mad Scientist Retired Explorer Incognito Nobility
Village Hobo Drunkard /Addict Orphan Farmhand Farmer Miner Miller Smith Grocer Fishmonger Baker Alewife /Barkeep Porter Hayward Weaver Tanner Cobbler Tailor Wainwright Servingwench Prostitute Brewer Cheesemaker Ranchero Cultist Mummer Guard Trader Fence Retired Explorer
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City Hobo Drunkard /Addict Orphan Pickpocket Beggar Mudlark Sewerjack Gongfarmer Chimneysweep Prostitute Bawd Servingwench Alewife /Barkeep Ostler Porter Apprentice Caravan Guard Nightwatchman Sailor/Dockhand Crimp Cultist Executioner Gambler Haberdasher Goliard Teamster Cartographer Esoteric Scholar Retired Explorer Minor Nobility
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Random Items d100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Loot a crumpled pack of Smokes a wooden toy soldier a dented locket some kind of jerky a mummified finger a weird looking rock a small leather bag of dust you found a small wooden carving of a weird humanoid a stone that looks like an eye 2 lobster claws made from basalt a corn-cob pipe just enough whiskey for a half-sip a wooden leg (you have both your legs) 8 really fancy buttons a wedding dress a small folding knife a silver spoon (1ag) a broken syringe 2 small steel balls in a box a set of pins an embroidered handkerchief a shred of blanket (your ”binky”) a small guitar a small bag of molars (human) a wooden checkers set a pack of cards a pack of marked cards a pair of bone dice a pair of loaded dice a 10cm square piece of shiny metal (unknown) an empty bottle of perfume a single white glove a top hat 5 dead snakes a copper bowl 4 squirrel pelts a cane topped with a duck head carving a monocle a broken pocket watch a dehydrated tentacle
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Loot a map printed on skin a package of pink salt crystals a pair of black smoked goggles a human femur painted red a nose ring worth d6 fe 300 grams of bee’s wax a ream of vellum sheets 6 pieces of chalk a silk shift a glowing moth in a tiny cage a tube of chapstick a goblin key that will lock any door once a set of agate prayer beads a needle and thread a piece of smoked fish a comb and hair wax a pillbox containing 4 unidentified white pills a small prayer book to a Small God you’ve never heard of a foil packet with a circular bulge in it a corkscrew a postcard from your mother or father, asking you to come home half a copper key a roll of twine d6 purses, emptied of anything valuable 10 dried ears threaded on a string 8 pieces of candy a miniature flail with five heads that you can only wield with two fingers a braid of blond human hair an eyepatch a pewter beer stein a taxidermied bat stuffed with lavender 6 losing betting tickets for a terrier ratkilling arena an uncomfortably large bottle of human blood d6 silver arrowheads a ninja star a crystal prism 3 links of chain a glass eye that blinks the perfect skipping stone a folded piece of parchment warning citizens of pick pockets. a sky blue baby’s bow a tiny nugget of fool’s gold, worthless an invitation to somewhere 1m of rope a ”one year sober!” chip a big pouch of fingernail clippings so much lint a chipped ”world’s best boss” mug an incomprehensible book about toadstools 240
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Loot a fur hat d8 shrunken heads a rulebook for a game you’ve never heard of a urinal cake, but you don’t know it’s a urinal cake a jar of cherries in brandy (flammable) a pair of chopsticks a totally sweet small painting of a wizard a clay ashtray made by a child a lace veil a really great pair of socks you pick (run it past the Arbiter)
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Appendix C: Arcane Troubles Mishaps Ed: These are pretty much verbatim from Logan Knight’s preposterous Do Not Take Me For Some Turner of Cheap Tricks!
Roll your ♦INT (don’t forget to add your level if you’re a Philosopher!). If you roll a Mishap you’ve already endured, roll again 1 2
Arbiter’s Choice When you take damage to Flesh your body gushes saltwater instead of blood, tiny translucent organisms and vibrant crustaceans you never imagined writhe about on the floor. 3 You grow thick white hair all over your torso. No matter how many times you shave it comes back. 4 Your eye color changes (doesn’t affect sight): 1) blood-red and goat-like; 2) white and pupiless; 3) yellow and cat-like; 4) kaleidoscope 5 You let out a deafening fart, extinguishing all Nearby torches and candles 6 Brightly colored sparks fly from your ears 7 An acrid stench wafts over you, every hair on your body is decomposing, you’ll be bald by morning. You lose all your hair and it never grows back. 8 Your tongue changes (doesn’t affect speech): 1) forked; 2) long (down past your chin); 3) black and scaly; 4) two tongues! 9 Your ears change (doesn’t affect your hearing): 1) they fall off; 2) they become pointed and really long like an anime elf; 3) they become cat’s ears and move to the top of your head; 4) they become long and floppy, like a basset hound 10 You grow small ridged scales on your back, from your shoulders to your tailbone. The itch terribly unless they are moistened occasionally. 11 You grow a ruff of feathers around your neck. You like to keep them well preened. 12 You grow a beard down to your chest, regardless of your gender. The beard cannot be shaved off but it can be styled. The color of the beard is: 1) white; 2) blue; 3) jet black; 4) rainbow 13 Your fingernails all grow to 5cm in length. Trimming them never helps. 14 One of your feet changes into a : 1) hoof; 2) chicken foot; 3) copy of the other foot (2 left feet); 4) backwards foot. This doesn’t affect your Move 15 Roll a d4. Grow that many extra fingers, distributed on your hands however you want. (the fingers have no other benefit, but buying gloves is more difficult) 16 The hair on your head always stick straight out, and changes color to: 1) bone white; 2) bright blue; 3) jet black; 4) rainbow colored, like a clown wig 17 Your nose changes (doesn’t affect your sense of smell): 1) falls off and becomes 2 nostril slits; 2) becomes elongated and warty; 3) becomes a pig’s snout; 4) becomes a mouth (can’t talk) 18 A tiny raincloud appears directly over your head and begins raining. Hard. Everyone Close to get you will get drenched, as will every light source. The raincloud lasts for the remainder of the Session. 19 Your footsteps produce: 1) wisps of smoke; 2) a faint sulfurous smell; 3) birdlike footprints, no matter what footwear you’re wearing 4) no footprints at all 20+ Nothing happens
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Calamities Ed: These are pretty much verbatim from Logan Knight’s preposterous Do Not Take Me For Some Turner of Cheap Tricks!
Roll your ♦INT (don’t forget to add your level if you’re a Philosopher!). If you roll a Calamity you’ve already survived, roll again 1 2 3 4
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A dripping ball of smoldering black sludge consumes your heart, burning a hole through your chest. You still live, but you are now Unhallowed. Everything Nearby with a mouth must Save or vomit slick red fish for d4 Markovian. While vomiting they are effectively Paralyzed A mouth grows from a random location on your body. For the most part it just breathes loudly and tries to bite anything that comes near it, but as soon as you tell a lie it will yell the truth. d4 small hard nodules push out of your shoulders around the base of your neck. They continue to grow and twist out into hard, ridged horns, like some kind of morbid cage collar behind your head, within a month they’re about 3 feet long, but they won’t stop there. Your jaw dislocates and your throat dangles like a crop. Your jaw now hinges on over- elasticized tendons and your throat can stretch and swell like that of a pelican or frog. Your head and face swell and turn black, and the flesh begins to slough away from it. In Days your head is replaced with that of 1) a bat; 2) a tiger; 3) a cobra; 4) a lizard The skin of your back becomes porous and elastic and you sprout thousands of thick dry skin tags. Your tongue can now extend 3 feet in length and sweats some kind of oil, you find yourself licking your back to relieve the dry pain. Hundreds of blueish 6 inch long tendrils grow below your jaw and down your throat. Your legs become pudgy and pink and your feet turn black like frostbite. When the flesh sloughs away from your feet they are cloven like a pig’s. You discover you now have three sets of distended teats lining your stomach. Two pudgy, pliable arms gradually grow from just above your hips, if a pig had fingers they would look like this. The arms cannot move. Short fleshy stalks bearing pink textured globes grow from a random location on your body. In times of extreme stress these globes explode into violet flowers in a cloud of white dead-skin spores. You immediately feel the sensation of being wildly licked by multiple tongues over the stalked area by something you cannot see. The stalks will regrow in a new location in Weeks. Over time you will learn to control the spores, but hope you never see the things following you for nourishment. Vaguely translucent oyster-like keratin growths appear in multiple places on your body. You can’t stop drooling black bile. It seems to be mildly acidic to everything but your own flesh. If you regurgitate a pool of it eyes emerge and pop amongst its surging mass. You grow a set of breasts in addition to any you may have already. These breasts constantly leak a bitter smelling amber fluid. You keep waking up with small soft crawling things with bright eyes feeding from you in the dark. A random part of your body begins to swell, and fine layers of sticky silk thread develop over it until it is no more than a webbed mound. Delicate pure white moths constantly fly in and around it, if you cover it the flesh beneath burns as if being bitten by a thousand ants, making it impossible to cast spells. Every now and then it will burst in a cloud of small flying moths that all seem to hum the same dirge.
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Until you take a Vacation, your nose becomes an ideal environment for the incubation of hundreds of small seed-shaped slippery tags of flesh, like a capsicum. If the seeds aren’t harvested daily you are likely to become a target for birds and rodents. 16 Thick mounded glands swell from the sides of your throat, when pressed they secrete a pungent black grease. Female rats are drawn to you, forming a protective maternal coven. 17 Luminous orange anemone fronds grow in and around your eye sockets, engulfing your eyes. You now have Low Light vision. 18 Your eyes boil and burst and the skin of your arms and hands splits as new eyes bubble out like eggs on a frog’s back. Your [max] Awareness is increased DC⇧ 19 Fluted holes appear in your skin near hard areas of bone, particularly your elbows, shins, shoulders and spine. A colony of glassy purple ant-like creatures takes residence inside your bones, feeding on the marrow. Your [max] Flesh is reduced by 1, but your Grit is increased by d4. 20+ Roll on Mishaps instead 15
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Ruin Ed: These are pretty much verbatim from Logan Knight’s delightful That Which Should Not Be!
Roll your ♦INT (don’t forget to add your level if you’re a Philosopher!). If you roll Ruin you’ve already miraculously survived, roll again You immediately die and melt into a puddle of blood. The puddle is impossibly deep, and dark shapes can be seen stirring in its depths. Anyone who steps into the puddle plunges and sinks for eternity, lost in the depths of space and time. 3-4 You suddenly find yourself with a piece of chalk in your hand. You sketch a door on the nearest flat surface. It is real, and leads into some sort of cave. You walk in and do not come out. Your allies can hear slithering noises from beyond the threshold. If they walk in they don’t come out either. 5-6 Everything goes dark, you lose sight of the walls, your companions are around you with shining white eyes, they rend and tear at your flesh, stuffing their mouths, not even chewing in their haste to fill their bellies, your attempts to fight back pass through them like a shadow. Moments later your companions find themselves sitting in a circle around the place where you last stood with distended bellies and blood soaked hands and mouths. The only remaining trace of the caster is a wax-sealed skull sitting in their midst. 7-8 You are wracked with unimaginable pain and turn white hot. It is impossible to look at you. There is a high pitched screaming on the air, like a tea kettle left on too long. After a few Moments you detonate. Everyone Nearby takes [sum] [lvl] x d6 damage (Save vs. Doom for half). You are very dead. 9-10 Your head shreds open and a fountain of blood towers out of your kneeling body. The blood is thick and viscous and shifts into surprising palettes of color, it splatters and spreads across the roof, there are things in it. They reach out with breaking joints before slopping to the floor and reforming as something else, they give birth to things which consume them and crawl towards you with a scream that is a gurgle then float to the roof like a drop of water watched in reverse. You should probably seal the door. 11-12 You lift into the air and d4 limbs tear themselves away from your body. Flesh rips and tendons snap, you watch as the limbs dissolve in mid air as if being digested before you drop to the floor. You immediately begin Dying and Bleeding. 13-14 Another, naked you falls away from you to the floor, like a photograph being moved away from another, strands of pus and membrane string between you. There is a 3-in-6 chance that the naked one is actually you. The Arbiter will privately inform you which one is you at the end of the Session. If you are killed and the Other lives, or the Other is allowed to stay with the party for some other reason, they will be friendlier than ever, and will become steadfastly loyal to whoever shows the most interest in a true friendship. Once they have made a true friend they will want to be near them always, and one night while their friend sleeps by their side the Other’s jaw will dislocate and stretch, and they will try to swallow their friend whole. 1-2
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15-16 For the next d3 Moments including this one, your head explodes and reforms itself. Every Moment, roll all of your Blood Die for each spell etched in your skull as if you were casting the spell on yourself. You decide the order you want to roll in. If you run out of Blood Die before you ”finish”, your head doesn’t reform itself (and you die). 17-18 A dozen hands push out in a line down your torso, drawing back your flesh like a stage curtain. When you look into the darkness it’s like going through a tunnel until you reach yourself illuminated by a hundred tallow candles, seated upon a throne of flesh and bone, staring back down the tunnel into the abyss. You remain this way for d3 Hours. If you are moved during this time, the hands finish ripping you open and fold back in on themselves, killing you. Otherwise, the hands pull your torso back together (leaving a hideous scar) and you immediately fall begin Dying. Your [max] Sanity is permanently reduced by DC⇩ 19-20 Your throat expands and snakes begin to slide out of your mouth, your stomach splits open and piles of them slop to the floor, offspring slime out of their wombs and reach adulthood almost as fast as they are born, in turn giving birth to their own young, they slither across the floor in an ever expanding pile of writhing flesh and scales. They’ll stop birthing after they’ve multiplied enough to fill a room 10m cubed (will take Minutes). The snakes are a Swarm (see core rules), and have 1 HD for every square meter of space they would fill. The snakes will attack everyone but you. Once they have all been birthed, you immediately fall down Dying 21+ Roll on the Calamity table instead.
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Crisis of Faith Ed: The Legend: Logan Knight: I’ve Gotta Have Faith
Roll your ♥FOC (don’t forget to add your level!). If you roll a Crisis of Faith you’ve already survived, roll again 1
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A new eye emerges on either side of the base of your throat. When you witness things that would normally gain Faith, there is a 3-in-6 chance that the eyes see the truth that there was nothing divine about it and you gain nothing. It all suddenly becomes clear. You realize there are no true gods and fly into a violent rage against any and all around you. If you survive you are no longer a Mystic, and hold nothing but contempt for those who maintain their religious beliefs. Immediately change your Trope to something other than Mystic. You gain all of the abilities of this Flavor at your level, but do not get anything that would be gained during character creation. You fall to your knees and regurgitate page after page scrawled with your own writing. They are filled with lies about your god, filled with doubt and blasphemy, there is enough to fill a tome. It will be Days before you are able to regain Faith. Stigmata. Pain racks your body as if splintering wooden spikes were being pushed into your flesh, wounds stretch open and blood seeps out around the edge. The blood is dark and viscous and reeks of age. Lose 1 Flesh permanently. You experience the agonizing birth of your god for the next d3 Minutes. They just want you to know how much they went through for you, and you’ve let them down. You are completely incapacitated for the entire experience, and fall down Dying when it’s over. The integrity of the your flesh becomes dubious, you feel numb and lesions break out across your skin. Take double damage from all physical attacks until you can take a Vacation and visit a shrine, temple, etc. of your Small God. Your holy symbol melts or crumbles into shards of refuse, like burrs pulled from a dog’s fur. If you do not have your holy symbol, your non-dominant hand shrivels to a black stump permanently. Your vision is stolen until you Bivouac (you are Blinded). When it returns you recall phantom flesh memory glimpses that you would rather not understand. For the next Weeks animals shy and howl and cry when you are near, and you suffer from Anathema. The floor splits and steam the color of orange rot billows out like a mushroom cloud. Darkness rolls within its mass and everyone Nearby but the Mystic must make a Save vs. Doom. Those who fail lapse into seizures and speak in tongues for the d3 Minutes. Days afterward they’ll notice the swollen lump at the base of their skull. Locusts the color of bronze infested with corrosion pull themselves from the pores of your skin and swarm around you. Everyone Nearby is Befuddled, stumbling around in a cloud of wings and mandibles for 2d4 Moments until they burrow back into your flesh. Insect legs bristle out of your skin like hair, when you break them they leak the blood of infants died in the womb. It smells like limbo. Visions of floating in the infinite while your god slowly consumes your mind and flesh fill your senses. For d3 Minutes collapse in terror/ecstasy depending on your god. Your tongue burns with an intense heat, you open your mouth and spit something to the floor, you smell your roasted flesh, your saliva still pops and sizzles. The orange hunk of metal on the ground cools into an image of a plump locust, lying on its back displaying bloated clusters of eggs coating its abdomen like a lobster. Whether you keep the idol or not you dream of the Locust Queen for the next month, of her desire for her children to blanket the land, of your special role in all this.
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Any light sources in the area blow out, dark clouds cover the sun during the day, worms that you can only see because they’re so much darker than anything around them squirm from the earth and wriggle around your feet. It will be over in d4 Hours. 16 Your ♣VIG and ♠DEX are reduced to d3, and you cannot gain any Faith. This persists until you take a Vacation and visit a shrine, temple, etc. of your Small God. If you survive this test of Faith, gain 2 Faith. 17 A manifestation of another god appears before you and proclaims that you have been worshiping a false idol. They give you this one chance of conversion; if you take it, gain 2 Faith and convert to the worship of this new god. If you decide against it, you fall down Dying and begin Bleeding. Let your god save you now. 18 Your god demands that you recover a sacred relic from heathen hands, until you do so you cannot gain any further Faith. The Arbiter should place the relic and those holding it no more than a few days away. You instinctively know where it is. If you regain the sacred relic, gain 2 Faith. 19 You sweat and shake with religious fever, incapacitated for Hours, but when you regain control of yourself you gain 2 Faith. 20+ Nothing happens 15
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Lesser Curses 1 2 3 4
All of your hair immediately falls off in a pile on the floor, and won’t grow back You can’t enter a house or cross a threshold without the permission of someone already inside. You can’t cross running water (even over a bridge) unless someone carries you. You sprout thick, white hair from the palms of your hands and your ears. Close observation shows very tiny translucent crabs that make their home in the strands. No one wants to shake your hand, but cats love licking up the crabs. 5 You are unable to speak your own name 6 The Arbiter gives you a new name. Everyone (except you) thinks this is your real name, and you can’t change their mind. 7 You become Unhallowed 8 Like a Spriggan, you can’t hold anything made of Iron. If you do, you take 1 point of damage directly to Flesh every Moment. 9 A small imp appears on your shoulder. The imp is played by the Arbiter, and causes no end of mischief. You can slap, step on, stab, etc. the imp, who immediately disappears with a pop - but returns in Minutes. Angry. 10 You fall into deep slumber when you hear music. You can only be woken by being shaken / slapped awake. 11 Everything you say is believed to be a lie 12 You can only speak in rhymes
Greater Curses Your limbs become leaden and weighty, and now take up 4 Significant Items. You are unlucky, and take an automatic 1 on any luck contest. You are unable to hold coins of any sort. Handing you any coins makes the coins disappear, permanently. 4 Dyslexia. You cannot read written words (including from a Grimoire) 5 Your eyes disappear from your face. You are Blinded 6 Your ears disappear from your head. You are Deafened 7 For any die you roll, if you roll a 13, treat it as a natural 1. 8 The sun burns and blisters your skin, doing 1 Flesh damage for every Moment in direct sunlight 9 You can’t add the result of an Intangible Stat roll to any R⑳ or R✓attempt 10 You suffer from Anathema 11 When you are sneaking around, you have an uncontrollable urge to sing ”Here Comes a Sneaky Boy!” at top volume (regardless of gender). Stealth is impossible. 12 Your vocal cords are paralyzed and you cannot speak. 1 2 3
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Diseases Ed: These are pretty much verbatim from Logan Knight’s amazing Does This Look Infected?
Only Leeches can purge a disease with Medicinals during a Vacation, or slow its contagion using Delay Infection. Each Session, anyone who has come Close to the infected must R✓: ♣VIG ; if you fail, you become infected with the disease as well. A handful of Diseases have an effect that should (probably) be cured over a number of Sessions. Wherever that’s mentioned, it needs to be cured by the end of the Session indicated i.e. if it says ”after 4 Sessions, you suffocate”, that means you have until the end of the 4th Session to get treatment, or ... you know, suffocate. Receiving a cure reverses all the effects of the Disease unless otherwise mentioned. 1
Your skin grows raw and red and sprouts enormous blood blisters that swell to the size of a small apple before popping in arcs of putrid plasma, over and over again like boiling mud baths. 2 Pus weeps from your throat and crusts into barnacle-like lesions on your neck, causing intense pain if you speak anything but lies. 3 A crater-like pox mars the flesh around the wound and creeps up your neck. The vinegary stench grows when you are under stress or heightened excitement and puffs of yellow vapor vent from the pox. Save vs. Toxins whenever you enter Combat or do something strenuous. If you fail, you are Befuddled for d8 Markovian 4 The wound will not heal properly; rather than closing, small bunches of fleshy tendrils emerge from the cloven flesh, like the fingers of babies. You are unable to restore Grit 5 Thick black tears leak from your eyes, clouding your vision, and you find that after you have wiped them away, when your fingers are stained black with oil, your eyelids cling together every time you blink, your hands stiffen, like fingertrap lockjaw. You are permanently Blind within Days. 6 The skin around the wound hardens and crusts in blackening shards like a burning tree, then begins its creeping spread. You have a Soak of 1 for two Sessions - after that, your joints begin to stiffen, walking becomes a chore, you’d rather lay down in the dirt, bury your fingers and breathe in the muck. Every Session afterwards your Move drops DC⇩. If your Move becomes exhausted, you become a tree. 7 Your organs grind and groan like a wounded animal. You spend every Bivouac in agony while you pass a grotesque opalescent kidney stone. You are unable to heal Grit during this time. A Philosopher could use this stone as a spell component. 8 Every Combat, R✓on a d10. On a Failure you disgorge a surging mass of green bile that continues to bubble and churn after it has left your throat. This incapacitates you for the rest of the fight. 9 Gob Rot. Your gums fester and peel back, you swallow parts of your tongue as it begins to putrefy, teeth drool out of your mouth while you speak. After 4 Sessions, you can no longer speak. 10 Swollen boils sprout from your skin, oddly puckered like an anus. After the 3rd Session, the next time you are amongst a large group of people they unfurl like glistening mucus-coated blossoms of skin, violently jettisoning flesh spores into the air. Everyone Close to you is automatically infected with the disease (no Save). The explosion doesn’t kill you - the cycle now repeats itself 11 Fibrous purple fronds curl out from your skin, interwoven and fragile, ever-growing. It would be beautiful if they weren’t siphoning off your blood supply. At the start of the next Session, lose 1 [max] Flesh. At the start of the second Session lost 2 [max] Flesh, etc. When you hit 0 Flesh, you die
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12 The flesh around the wound becomes spongy, pliant, it exudes the scent of fuchsia. Synaesthesia ravages your psyche, and pulling away clumps of your deteriorating body makes the most deliriously beautiful music. You are overcome and essentially Paralyzed (your friends can carry you). If you are not cured within 2 Sessions, the effect is permanent. 13 Your flesh sloughs, a bicep one moment and a sack of atrophied muscle hanging from bone in a skin bag the next. But that’s not what bothers you, it’s when it comes back. Creeping up the bone, tendons attaching, muscle re-adhering, the sucking sounds within your skin. It never rebuilds the same way and your skin is starting to smell of rot. Happens once every Session; whenever it happens, your [max] ♣VIG moves DC⇩. If you ever exhaust your ♣VIG , you die. 14 Your skin is pocked with holes like the back of a pregnant frog. Fleshy nodules emerge to squirt thin streams of noxious green fluid before retreating back inside your skin. It isn’t an infestation, it is your own flesh, and it is growing larger. After 3 Sessions, you explode in a massive blast of acidic green bile. Everyone Close to you is automatically infected with the disease (no Save). The explosion kills you. 15 Resinous Influenza. It’s not the bleary leaking eyes that bother you, nor the deep-bone ache or even the delirious shakes. It’s the absurd amount of mucus that you expel every time you sneeze and the fact that it sets like resin almost as soon as it touches your exposed skin. Your face begins to look like a grotesque melted mask and that is not a good look for anyone. You can’t chip the mucous off. You begin asphyxiating in your own mucous. After 2 Sessions you will start having difficulty breathing; after 4 Sessions, you suffocate. 16 Polychromous Decay. It starts with a dry itch, dustings of dead flakes falling from your skin as you scratch like chronic dandruff, turning strangely polychromatic as it settles. After Hours the disease makes its way into your flesh, and your skin has almost entirely itched away and you’re scratching canals into the muscle beneath. It doesn’t even look like flesh and blood anymore, just polychromatic granularity like a bathbomb. After 2 Sessions your hands have been ground away so you rub your itching limbs together as best you can, grinding biceps over your torso, crushing your chin against your chest. Finally, after 4 Sessions, without anything left to scratch it with, you find that your flesh slowly regrows, but the moment your limbs build back into movable stumps... The Polychromous Decay is a powerful spell component and many of those who contract its disease end up as limbless torsos in a Philosopher’s basement, unable to scream through dust-filled lungs, forever regenerating porous dusty flesh only to have it scraped away.
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Grimoire Traps Ed: Once again, thanks be to Logan Knight for Cunning Linguists?
Roll once for each Wizard’s Sigil you fail to disarm. 1
You birth a wriggling pink rat with a young version of your own face out of your mouth. It scrambles away and out of sight. It will grow to about the size of a pug, it develops translucent flaps of skin to glide on, it keeps showing up to foil your plans. 2 Tiny hideous mouths split open over the surface of the object and begin to scream and never stop. 3 Cold pink mist swells up from the object and wafts out Nearby, Save or lie down to sleep in a blanket of fog for Years (unless slapped awake). 4 The object bearing the writing bursts into flame like a pile of magnesium, destroying it 5 Heat emanates from the page and you absent-mindedly place your hand against it to feel the warmth. The ink burns into your skin like a tattoo. A lie you tell will become true (Arbiter’s discretion), and the writing on your hand will change to remind you of that for all time. 6 The book’s cover grows course and hairy, legs sprout from the spine and it leaps from your hands, running across the room and up the wall. It points a strange cloaca at you from the base of its spine and expels clumps of bright green mildew at you that burns the skin, flapping away to the other side of the room if you get too close. 7 The edges of the book slice your fingers open before it drops to the floor, leaving tiny rows of perfect bloodless papercuts. They will never heal, and from this moment forth you will bleed prose. It is not for me to know what secrets may be found in your blood. 8 Tendrils snap out from the crease of the book, penetrating your chest and belly, churning as some drain and others pump. Your organs liquefy and drain out with your blood, and in its place your body fills with fluid like liquid golden light. You glow like a pinkish-gold beacon, and take a -4 penalty to your Save vs. Doom, but you are immune to Toxins and gain 1 Blood Die. 9 Violet light flashes from the pages, in your temporary blindness you can hear the resonance of your own thoughts. When you look back at the book you are staring at your own placid face, when you cry out it is the face in the book that opens its mouth and screams, not the featureless mess of words plastered around your swollen eyes. 10 The pages of the book begin to flip back, growing faster, pulling at the air around you, the flurry of paper flipping between the covers of the book consists of more pages than the book could possibly have contained. The pull at the air around you grows stronger, small objects begin to lift from the floor and disappear between the pages, your feet begin to shift.. 11 Bronze threads burst from the walls, roof, even the object, and sew into your flesh. If you move more than a few inches parts of your body start to tear away. If anyone touches you or the threads, even more threads appear to knit them in place. 12 The words seem to drive themselves through your pupils, expanding from within and showering your companions with optic fluid, in place of your eyes remain two rolling black orbs, words and phrases wafting from them like smoke. Somehow you remain able to see, and much hidden knowledge can be learned by anyone studying your eyes. However, if you spend time looking at your own reflection you must roll your Sanity every Minute.
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13 Even if you never glimpse your reflection, there is a 1-in-6 chance every week that the words of the orb will waft back into your brain, subtly changing who you are. Roll on a personality or character quirk table. 14 Vines emerge from the surface of the object, growing lush and dense as leaves and fleshy flowers sprout from them. There are enough vines to fill a 10m cubed room, and the flowers bloom to reveal a glistening red interior filled with shivering barbs. Anyone shot by the barbs is immediately Befuddled (Save to resist) for d20 Markovian. 15 Shadows thicken behind you, whispering as they gain density, reaching out, grasping at your heels. The room swells with viscous shadow, breathing limbs reach into your body and twist your veins, the door is shut and covered in a thick layer of quiet loathing. 16 Fragrant mud pools within the letters and begins to spill down the object, crabs with voices like angels emerge from the pooled muck and beseech to be allowed within you. They’re actually quite persuading. Save or allow the angelcrabs inside your mouth, and eyes, and various other orifices. They eat their fill and excrete muddy gold in their wake to excavate a home, causing d12 damage directly to Flesh. If you survive the experience the angelcrabs will live in symbiotic harmony within your body, imparting alien wisdom when they deem it appropriate. 17 Beads of amber sweat, swell, and glisten over the object’s surface; it begins to look more pliant, more organic, its bulk starts to heave in labored breaths. Sections split away in mockery of limbs, pools of flesh swirl inwards forming gaping circular mouths, their inner surface full of quivering jelly-like teeth. The hunt begins. 18 The words on the page begin to quiver, the ink contracts and swells and forms drops of dark rain which fall up from the book. Soon the paper itself is raining away, while the book’s cover becomes ever more heavy in your hands. After the rain the inner cover clears to reveal a glimmering night sky, full of constellations you’ve never known. They swirl and dance and you step into the vastness of their glory, held by their cosmic light in an eternity of tormenting discovery. The rain falls back down in a torrent, replacing pages and letters and phrases until the book slams shut. If the book is opened you will return, but you will not return the same as you once were. R✓: Sanity - if you fail, gain d3 Madnesses. Save vs. Toxins - if you fail, gain d3 Mutations. Regardless of your rolls, you do not return alone, the star spawn’s seed rests in your belly and in your mind, waiting. 19 The words snake off of the page and across your skin, circling around your limbs and across your chest until your entire body bears the contents of the book. You fall to the floor in agony as the tiny circlets of writing brand into your flesh. The deathless librarians of the Mausoleum de Lettres cannot help but seek and catalogue the Living Word, and they always know when a new one has been created. 20 After you shut the book, the cover creaks back open and oily dripping creatures begin to pull themselves from a portal within. Their form is myriad and shifting, they merge and split and far-off tittering fills the air. To close the portal you have only to shut the book again, but the floor is crawling with flesh like oil.
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Appendix D: Wizardry Random Spell Tables d50 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Spell Acid Arrow Arcadia’s Bulwark Balthazar’s Breathtaking Blast Bastogne’s Glamping Charm Battering Beam Cacaphony Charm Color Spray Commanding Presence Ego Weapon Enervate Fireball Fogbank Fool’s Fire Greaseball Grimm’s Electric Fingers Hammerspace Mule Helping Hand Heroic Leap Hollow Head Ice Bridge Step Icebolt Illusion Invisibility Kelsier’s Swarm of Irritating Vermin
d50 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
Spell Knife Trick Knock Levitating Disc Lipby Chonk’s Viscous Form Lock Meat Shield Mighty Lungs Mirror Image Morass Negasonic Bomb Prismatic Ray Pritchard’s Gusty Belch Protection from Element Rhea’s Efficacious Plow Sandstorm Sanguine Mail Scuttle Scything Disc of Nog Sleep Summon Candles Suspend Objects Tempestuous Chariot Vertigo Web Whirling Blades
ELEMENTS
BIOMANCY 1. Balthazar’s Breathtaking Blast
1. Acid Arrow
2. Helping Hand
2. Fireball
3. Heroic Leap
3. Fogbank
4. Hollow Head
4. Grimm’s Electric Fingers
5. Lipby Chonk’s Viscous Form
5. Ice Bridge Step
6. Meat Shield
6. Icebolt
7. Mighty Lungs
7. Morass
8. Pritchard’s Gusty Belch
8. Protection from Element 9. Sandstorm
9. Sanguine Mail
10. Tempestuous Chariot
10. Scuttle
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ENTROPY
1. Cacaphony 2. Enervate 3. Fool’s Fire 4. Greaseball 5. Invisibility 6. Knock 7. Mirror Image 8. Prismatic Ray 9. Web 10. Whirling Blades FORCE 1. Bastogne’s Glamping Charm 2. Battering Beam 3. Hammerspace Mule 4. Kelsier’s Swarm of Irritating Vermin 5. Knife Trick 6. Levitating Disc 7. Rhea’s Efficacious Plow 8. Scything Disc of Nog 9. Summon Candles 10. Suspend Objects MIND 1. Arcadia’s Bulwark 2. Charm 3. Color Spray 4. Commanding Presence 5. Ego Weapon 6. Illusion 7. Lock 8. Negasonic Bomb 9. Sleep 10. Vertigo
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Appendix E: The Math Weird Dice Mishap, Calamity, and Ruin Odds
There are some additional dice that Roy uses (the d24, the d16 and the d3) that you might not have.
Dice 3 4 5 6 7 8 9 10
• d24 - roll a d6. On a 1-3 roll a d12. On a 4-6 roll a d12+12 • d16 - roll a d6. On a 1-3 roll a d8. On a 4-6, roll a d8+8. • d3 - roll a d6. A 1-2 is a 1, a 3-4 is a 2, and a 5-6 is a 3
Static Dice Odds n.b. For every +1 you add to your roll, you increase your odds by an average of 4%
Dice d24+d24 d24+d20 d24+d16 d24+d12 d24+d10 d24+d8 d24+d6 d24+d4 d24+d3 d24+d2 d20+d20 d20+d16 d20+d12 d20+d10 d20+d8 d20+d6 d20+d4 d20+d3 d20+d2 d16+d16 d16+d12 d16+d10 d16+d8 d16+d6 d16+d4 d12+d12 d12+d10 d12+d8 d10+d10
Mishap (3) 1/36 1-in-10 1-in-5 2-in-6 3-in-6 3-in-6 3-in-6 3-in-6
Calamity (4) x