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Abomination

Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Awareness Bonus Advances [BB] Skill Ranks Coordination Bonus Advances [BB] Skill Ranks Eavesdrop Bonus Advances [CB] Skill Ranks Intimidate Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [PB] Skill Ranks Scrutinize Bonus Advances [WB] Skill Ranks Simple Melee Talents Diehard Skill Ranks Survival Talents Lightning Reaction Skill Ranks Toughness Talents Tough As Nails

Cursed Chains You are wrapped in cursed chains and locks. These function as your armor and potentially as a weapon. You may not wear any other armor. Don’t be surprised at the odd looks you’ll get from common folks. Effect: Your chains function as Leather Armor, increasing Damage Threshold by two (2). Additionally, ​ they may be used a weapon with the Slow and Reach qualities.

Transformation: The player transforms into the , a snarling with claws the size of ​ daggers and a leathery hide protected by cursed chains. Effect: Your toughened hide operates like Munitions Plate, increasing your Damage Threshold by five (5). ​ Additionally, your claws function as weapons with the Fast, Punishing and Vicious qualities and grant you the Bad Axx! Talent. Transformation requires 3 APs and the expenditure of a Fortune Point.

Absolution: You have spent years dealing with the monster you have become, the darkness inside that ​ was unlocked by science or some dread encounter. You’ve learned to control your fear, terror and horror. Effect: You may attempt a Resolve Test once every 24 hours. If successful, restore your Peril Condition ​ Track by one step positively.

Drawback Outcast: Reduce Fellowship by 9% ​ Suspicion: You never Critically Succeed at Fellowship-based Skill tests. In addition, when dealing with ​ persons of a religious inclination you may not take advantage of Talents, Traits, Magick or Fortune Points to modify any Fellowship-based Skill Test.

Antiquarian

As per Zweihander Antiquarian profession. Skill Ranks Bargain Bonus Advances [FB] Skill Ranks Education Bonus Advances [IB] Skill Ranks Folklore Bonus Advances [IB] Skill Ranks Interrogation Bonus Advances [PB] Skill Ranks Navigation Bonus Advances [PB] Skill Ranks Resolve Bonus Advances [WB] Skill Ranks Rumor Bonus Advances [WB] Skill Ranks Scrutinize Talents Incredible Numeration Skill Ranks Simple Melee Talents Secret Signs Skill Ranks Survival Talents Wordly

Bookworm: The Antiquarian has spent many years in the dark, cold recesses of libraries reading histories ​ and treatises of far-flung lands and their inhabitants. Although your skin may be pale as parchment from all those years spent scouring bookshelves, your mental acuity is virtually unparalleled. Effect: Multiply your [IB] by three to determine how many Focuses you may possess. ​

Fortifying Vapors: The Antiquarian has knowledge of the arcane sciences and knows the right balance of ​ dangerous deliriants to bolster her party without hurting them. Effect: Choose a deliriant - Black Lotus, Mandrake Root or Red Cap Mushroom. You can apply the ​ effects of that Deliriant to your party for 2 APs. Start with six doses of Deliriant.

Festering Vapors: The Antiquarian has studied the many poisons the world has to offer, each deadly in its ​ own way to its victims. The Antiquarian disperses these toxins to great effect. Effect: Begin with 6 doses of a - Animalbane, Beastbane, Blackroot, , Folkbane or ​ Graveroot. You can apply the effects of that Deliriant to your enemy using the Burst template for 2 APs.

True Detective: You experience visions and the ability to put the pieces together in a singular way. ​ Effect: When Intoxicated, make a Scrutinize test. If successful, the GM will give you an important clue ​ from your investigations you may not have thought of or overlooked. This is limited to one time per day. Arbalest / Musketeer

As per the Zweihander Bounty Hunter profession. Skill Ranks Awareness Bonus Advances [AB] Skill Ranks Bargain Bonus Advances [AB] Skill Ranks Martial Ranged Bonus Advances [CB] Skill Ranks Navigation Bonus Advances [CB] Skill Ranks Ride Bonus Advances [IB] Skill Ranks Rumor Bonus Advances [PB] Skill Ranks Simple Melee Bonus Advances [PB] Skill Ranks Simple Ranged Talents No Mercy Skill Ranks Survival Talents Arbalest’s Speed Skill Ranks Toughness Talents Eagle Eyes

For a Few Shillings More: The Arbalest and Musketeer are inscrutable and enigmatic marksmen, ​ undeterred by danger. Their aim makes their first shot as good as it can be without supernatural aid. Effect: In combat, whenever you make your first Attack Action with a ranged weapon, you never miss. In ​ addition, your intended target cannot Dodge, Parry or Resist the attack. You also add an additional 1D6 Die to the same attack.

Suppressing Fire: The Arbalest is able to rain a hail of crossbow bolts down on the enemy, sacrificing ​ precision for overwhelming offense. Effect: Spend 3 AP to attempt Suppressing Fire, however you cannot add Skill Ranks to this ​ Combat-based Skill Test. If successful, it affects all foes within a Burst Template. You must be armed with an arbalest to use this Trait.

Sniper Shot: The Musketeer takes deadly aim with her musket and fires a musket ball with uncanny ​ accuracy, finding the vitals of even inhuman foes. Effect: The Musketeer uses 3 AP gets the combined benefits of Take Aim and Called Shot, firing with ​ +20 Base Chance to hit and with an additional Fury Die. The Fury Dice explode on a 4, 5 or 6 for the first roll. You must be armed with a musket to use this trait.

Bounty Hunter

As per Zweihander Sellsword profession. Skill Ranks Athletics Bonus Advances [BB] Skill Ranks Intimidate Bonus Advances [BB] Skill Ranks Leadership Bonus Advances [CB] Skill Ranks Martial Melee Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [FB] Skill Ranks Rumor Bonus Advances [IB] Skill Ranks Simple Melee Bonus Advances [WB] Skill Ranks Simple Ranged Talents Indifference Skill Ranks Toughness Talents No Mercy Skill Ranks Warfare Talents Take ‘em Down

Marked for Death: The Bounty Hunter specializes in singling out his target to be dispatched and retrieved. ​ His relentless focus on a single target makes him effective. Whether the target is captured alive or dead is another matter. Effect:Spend 2 AP to 'mark' any one foe. Until they are defeated, you may Take Aim for 0 AP against ​ them. Once the foe is defeated, you may select another foe.

Get the Hook: The Bounty Hunter’s signature weapon - a combined axe and hook - baffle the enemy. The ​ foe must deal with the deceptive hook as well as the edge of the axe. Effect: This weapon combination allows the Bounty Hunter to do the Perilous Stunts Chokehold, Disarm, ​ Stunning Blow and Takedown at Short Range. Takedown may be immediately followed by a Melee Attack.

Flashbang: Sowing confusion among the enemy is often the step before capturing and killing him. If the ​ enemy has a weak point, count on the Bounty Hunter to find it. Effect: When you use a Flashbang apply the Stunned and Blinded condition to enemies in a Burst ​ Template, losing one AP and being unable to counterspell, dodge or parry for that turn. The Bounty Hunter begins with three Flashbangs and will need need to buy or make more after that.

Crusader

As per Zweihander Hedge Knight profession. Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Folklore Bonus Advances [BB] Skill Ranks Intimidate Bonus Advances [BB] Skill Ranks Martial Melee Bonus Advances [CB] Skill Ranks Navigation Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [IB] Skill Ranks Ride Bonus Advances [WB] Skill Ranks Simple Melee Talents Gatecrasher Skill Ranks Toughness Talents Second Skin Skill Ranks Warfare Talents Military Formation

Zealous Accusation: The Crusader takes the Litany of Hatred and injects a caustic righteousness into it. ​ The Crusader’s very words become a holy weapon against the darkness. Effect:Whenever you use Litany of Hatred, your enemies suffer a -3 to both Damage and Peril Condition ​ Tracks (instead of the normal -1 penalty). You may use this even when you're suffering from Stress, Fear or Terror.

Inspiring Cry: The Crusader raises his voice in a holy shout, a balm and beacon to his allies. His words ​ ring in the ears of his friends, strengthening resolve and fortifying purpose. Effect: For 1 AP the Crusader delivers a rallying cry. Treat this as a use of Inspiring Words except that: ​ allies add +3 to their Damage and Peril thresholds.

Smite: The Crusader pours his righteous purpose into a blow against his enemies. ​ Effect: Spend 2 AP after successfully striking with a melee weapon to add both the Powerful and ​ Punishing Qualities on this Turn. This may only be used against Abyssal, and Supernatural enemies, or agents of Chaos.

Flagellant

As per Zweihander Doomsayer profession. Skill Ranks Folklore Bonus Advances [BB] Skill Ranks Heal Bonus Advances [BB] Skill Ranks Interrogation Bonus Advances [CB] Skill Ranks Leadership Bonus Advances [IB] Skill Ranks Navigation Bonus Advances [PB] Skill Ranks Resolve Bonus Advances [WB] Skill Ranks Simple Melee Bonus Advances [WB] Skill Ranks Simple Ranged Talents Impervious Mind Skill Ranks Survival Talents Menacing Demeanor Skill Ranks Toughness Talents Overwhelming Force

Holy Roller: The Flagellant ritually flogs himself, forging his faith in a crucible of hardship. Their back may ​ bear many scars, but The Flagellant knows that the pain they’ve endured guarantees them a place in the afterlife at their god’s side. Effect: Adjust your Damage Threshold by +3, but only when you aren’t wearing armor. ​

Punish: The Flagellant channels their physical suffering into a fury that in turn drowns the enemy in their ​ own blood. An eye for an eye, a tooth for a tooth. Effect: Whenever you are Seriously or Grievously Wounded, add a 1D6 Fury Die to Damage you inflict ​ with Melee weapons.

Exsanguinate: Blood gives meaning to the existence of The Flagellant, the perfect symbol of their ​ devotion to a higher power. It is the currency of life, one the Flagellant gives and takes in turn. Effect:Whenever you deal Damage with a melee weapon, you may opt to cause the foe to Bleed for 0 ​ AP. In addition, you ignore any Damage Condition Modifiers their armor may confer for purposes of this Damage. However, this immediately triggers an Opportunity Attack from the nearest foe. Finally, you may opt to move positive step up the Damage Track for 6 points of Corruption.

Drawback Sacrifice: Ritual scarification has left The Flagellant to the brink of madness ​ Effect: You can never be restored to Unharmed on your Damage Condition Track, only to Lightly ​ Wounded. Grave Robber

As per Zweihander Graverobber profession. Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Awareness Bonus Advances [AB] Skill Ranks Bargain Bonus Advances [BB] Skill Ranks Folklore Bonus Advances [FB] Skill Ranks Guile Bonus Advances [FB] Skill Ranks Resolve Bonus Advances [PB] Skill Ranks Rumor Bonus Advances [WB] Skill Ranks Simple Melee Talents Gallows Humor Skill Ranks Skullduggery Talents Larceny Skill Ranks Stealth Talents Long-Winded

Poison Dart: The Graverobber hurls a dart covered in a hideous venom at her enemy. Great is the ​ weapon that cuts on its own. Effect: Whenever you hit a foe with a poison dart or throwing knife, apply damage as normal and also ​ apply the effects of a venom. The Graverobber begins with three poisoned darts with the venoms of her choice - Scorpion, Snake and/or Spider.

I Sell the Dead: A graverobber has heard her share of strange things over the years; the dead rattling in ​ their coffins, corpses reanimating upon their own accord, the wailing of banshees from crypts and the clanking of a revenant’s chains deep below the earth. Effect: When facing Supernatural creatures, you always succeed at Resolve Tests to save yourself from ​ Stress and Fear provoked by them. In addition, you are immune to specific Diseases such as Red Death and Tomb Rot.

Night Moves: The Graverobber works when the sun is down and darkness is her ally. The darkness is ​ her ally, her shield and her companion as she seeks her fortune. Effect: You can see perfectly in the dark, providing you can hear. In addition, you may flip the result to ​ succeed Stealth Tests when you are in complete darkness

Hellion

As per Zweihander Pit Fighter profession Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Coordination Bonus Advances [AB] Skill Ranks Folklore Bonus Advances [BB] Skill Ranks Intimidate Bonus Advances [BB] Skill Ranks Martial Melee Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [CB] Skill Ranks Rumor Bonus Advances [WB] Skill Ranks Scrutinize Talents Hard to Kill Skill Ranks Simple Melee Talents Indifference Skill Ranks Toughness Talents No Mercy

Unquenchable, Indomitable: The Hellion is wild, unpredictable and ruthless, thrilling to battle and the ​ spilling of her enemies blood. In battle she is alive and he enemies… less so. Effect: Whenever you spend a Fortune Point, you move one step up the Damage & Peril Condition tracks ​ positively.

Iron Swan: The Hellion’s glaive hacks and slashes in a flashing blur of steel. Her blows are unpredictable ​ and deceptively ranged, catching enemies unawares. Effect: Spend 3 AP to attempt Iron Swan, however you cannot add Skill Ranks to this Combat-based Skill ​ Test. If successful, it may strike any foe within 3 yards. A foe is left Defenseless to this attack, and you add an additional 1D6 Fury Die to Damage. You must be armed with a poleaxe or glaive to use this Trait.

Breakthrough: The Hellion uses the reach of her weapon to terrifying effect, whirl her around her in ​ a dance of death. Any enemy near the Hellion is a target for her sweeping attack. Effect: Spend 2 AP to attempt Breakthrough, however you cannot add Skill Ranks to this Combat-based ​ Skill Test. If successful, it affects all foes who are Engaged with you. Those who suffer Damage are also knocked out of the Engagement 1 yard. You must be armed with a poleaxe or glaive to use this Trait.

Highwayman

As per Zweihander Outrider profession. Natural progression to Pistolier profession. Skill Ranks Awareness Bonus Advances [AB] Skill Ranks Folklore Bonus Advances [AB] Skill Ranks Martial Ranged Bonus Advances [BB] Skill Ranks Navigation Bonus Advances [CB] Skill Ranks Ride Bonus Advances [IB] Skill Ranks Simple Melee Bonus Advances [PB] Skill Ranks Simple Ranged Bonus Advances [PB] Skill Ranks Stealth Talents Ambidexterity Skill Ranks Survival Talents Menacing Demeanor Skill Ranks Toughness Talents Rural Sensibility

Situational Awareness: The Highwaymen has attuned himself to the smallest sounds of the wild. ​ Road-weariness has become wariness and the Highwayman reacts quickly and efficiently. Effect: When you fail an Awareness or Stealth Test, you may re-roll to generate a better result, but must ​ accept the outcome.

Grapeshot Blast: A holdover from his days as a bandit, the Highwayman learned to control crowds with ​ the business end of his black powder weapons. His aim must be true; the grapeshot doesn’t discriminate. Effect: Spend 3 AP to attempt Grapeshot Blast, however you cannot add Skill Ranks to this ​ Combat-based Skill Test. If successful, it affects all foes within a Cone Template. You must be armed with an flintlock pistol to use this Trait. Blast functions as a Blunderbuss shot.

Wicked Slice: The Highwayman’s prey is much less likely to resist when they are howling in agony from ​ an injury. When the Highwayman is forced to get in close can make quick work of his foe. Effect: When you strike a foe with a Wicked Slice, on a successful attack roll you can choose to spend a ​ Fortune Point and inflict a Serious Injury. If you roll a 6 on the Chaos die the injury is Grievous.

Houndmaster

As per Zweihander Animal Tamer profession. Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Drive Bonus Advances [BB] Skill Ranks Folklore Bonus Advances [BB] Skill Ranks Guile Bonus Advances [FB] Skill Ranks Handle Animal Bonus Advances [FB] Skill Ranks Resolve Bonus Advances [PB] Skill Ranks Ride Bonus Advances [WB] Skill Ranks Rumor Talents Carousing Skill Ranks Simple Melee Talents Clinch Fighter Skill Ranks Survival Talents Streetwise

Beastmaster: The Houndmaster seems to be akin the creatures they train. Animals sense the unusual ​ and rare compassion of the ex-lawman and respond with preternatural devotion. Effect: You can use your Handle Animal Skill to not only tame and train creatures classified as Animals, ​ but also those classified as Beasts. Whenever you attempt to tame and train Animals and Beasts, you may flip the results to succeed at Handle Animal Test. When you succeed, it is always considered a Critical Success.

Hue and Cry: The Houndmaster’s days as a lawman may be behind him but his instinct for trouble hasn’t ​ left him - if anything it has gotten sharper. He sniffs out danger, vigilant and alert. Effect: When combat begins, roll 2D10 instead of 1D10 to determine your place in Initiative Order. ​ Additionally, whenever you are Surprised, spend a Fortune Point to not be Surprised.

Meeting of the Minds: Your words bring harmony and accord during an exchange. ​ Effect: When attempting to bring compromise between two position, +10 Base Chance to Skill Tests. ​

The Houndmaster starts with a courageous and well-trained War Hound, using the Large Animal and including the Trait: Ripping Teeth. They operate independently but share an AP pool. Should the War Hound perish, the Houndmaster must immediately move three negative steps down the Peril Track and acquires 6 points of Corruption. The Houndmaster starts the next session with a new hound.

As per Zweihander Jester profession. Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Coordination Bonus Advances [BB] Skill Ranks Disguise Bonus Advances [BB] Skill Ranks Folklore Bonus Advances [FB] Skill Ranks Gamble Bonus Advances [FB] Skill Ranks Guile Bonus Advances [PB] Skill Ranks Rumor Bonus Advances [WB] Skill Ranks Scrutinize Talents Forked Tongue Skill Ranks Simple Ranged Talents Gallows Humor Skill Ranks Skulduggery Talents Handspring

Banter and Jibe: Royal Court Jester, slave to humor. Monarch’s entertainer, I’m his consumer. ​ Effect: You may flip the results to succeed at Coordination Tests. When you succeed, it is always ​ considered a Critical Success. In addition, you always succeed at Coordination Tests to perform acrobatics.

Solo: The Jester plays a ballad on his lute that runs the knife edge between sanity and insanity. The ​ Jester’s allies can hear the notes of hope and his foes the strains of fear. Effect: When you play your lute for 2 APs you have the effect of both Litany of Hate and Inspiring words ​ at the same time. Roll your Fellowship and if the roll is successful, apply the Stun result to your enemies as well. You may use this once per combat.

Harvest: With a mocking laugh and cruel cut the Jester sets his enemy to bleeding, starting the slow ​ march to their end. With every heartbeat the clock is ticking down to life’s grim punchline. Effect: Whenever you make a Called Shot using a melee weapon and a foe suffers Damage, they begin ​ to Bleed, regardless of their armor.

Leper

As per Zweihander Slayer profession. Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Coordination Bonus Advances [AB] Skill Ranks Folklore Bonus Advances [BB] Skill Ranks Intimidate Bonus Advances [BB] Skill Ranks Martial Melee Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [CB] Skill Ranks Rumor Bonus Advances [WB] Skill Ranks Simple Melee Talents Appalling Mien Skill Ranks Survival Talents Die Hard Skill Ranks Toughness Talents Tough as Nails

The Slayer’s Path: He cannot help others with this power, but he can draw on it to give himself strength ​ that other men can only dream of, or the endurance that has kept himself going longer than any other man could. And when his massive blade falls, there is only death for those who stand in its wake. Effect: After you have successfully defeated a creature its kind becomes a Chosen Enemy. When ​ attacking a Chosen Enemy you add a 1D6 Fury Die to Melee attacks. You are immune to the Intimidate skill as well as Stress, Fear and Terror from Chosen Enemies.

Solemnity: A few moments of prayer and contemplation bring peace to body, mind and soul. ​ Effect: After a moment of prayer you can roll a Toughness test to overcome a disease, toxin, venom, ​ deliriant or other poison. You can only make that roll once per poison.

Overwhelming Force: The Leper delivers crushing blows that splinter shields and shatter weapons. ​ Effect: If you roll a Critical Success with a two-handed Melee Attack, you inflict the Ruined! Quality to a ​ foe’s shield, weapon or armor (your choice). This doesn’t apply to Castle-forged trappings.

Drawback Let the Mask Down: The air on my face...Intoxicating. ​ Effect: You may remove your mask and make a Willpower roll to move up one positive step on the Peril ​ track. Any ally that sees you must make a Willpower roll or move one negative step on the Peril track. Man-At-Arms

As per Zweihander Man-At-Arms profession. Skill Ranks Awareness Bonus Advances [AB] Skill Ranks Leadership Bonus Advances [BB] Skill Ranks Martial Melee Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [CB] Skill Ranks Ride Bonus Advances [FB] Skill Ranks Rumor Bonus Advances [IB] Skill Ranks Simple Melee Bonus Advances [WB] Skill Ranks Simple Ranged Talents Lightning Reaction Skill Ranks Toughness Talents Shield Slam Skill Ranks Warfare Talents Sword & Board

Shield Wall: The Man-At-Arms can form a protective wall of defense, safeguarding their comrades from ​ harm. While armed with a shield and you stand side-by-side with a chosen ally, you can shield them from incoming attacks. Effect: When Engaged with an ally and they fail to Parry or cannot do so, you may immediately Parry in ​ their stead for 1 AP. If successful, they suffer no Damage (and neither do you). You must have a shield in-hand in order to use this Trait.

Maintenance: The Man-At-Arms long campaign taught him that his equipment is his ally, that he gets out ​ of it what he puts into it, and that if it lets him down it’s unlikely he’ll survive to regret his carelessness. Effect: When you have time to maintain new equipment, whether existing or new, it gains the ​ Castle-forged Quality until it would be Ruined!. At that point it become normal quality until the next Maintenance. Ruined! Equipment that undergoes maintenance is restored to normal.

Rampart: The Man-At-Arms is a seasoned veteran of combat, rewarded for his toil with haunting guilt and ​ stoic resilience in equal measure. Immovable, commanding, giving efficient information and life saving instruction. As long as the Man-At-Arms stands, he will never allow the line to break. Effect: When Engaged in combat and equipped with a shield you can spend 2 AP to force enemies to ​ make a Brawn roll to stay Engaged or be pushed out of Engaged range by 1 yard. Additionally, any shield your hands has the Defensive, Light and Protective Qualities.

Occultist

As per Zweihander Hedgewise profession. Skill Ranks Alchemy Bonus Advances [FB] Skill Ranks Bargain Bonus Advances [FB] Skill Ranks Folklore Bonus Advances [IB] Skill Ranks Handle Animal Bonus Advances [IB] Skill Ranks Incantation Bonus Advances [PB] Skill Ranks Navigation Bonus Advances [WB] Skill Ranks Resolve Bonus Advances [WB] Skill Ranks Rumor Talents Battle Magick Skill Ranks Simple Melee Talents Left-Handed Path Skill Ranks Survival Talents Winds of Change

Wyrd Reconstruction: The Occultist can use also use his profane powers to reconstruct flesh and heals ​ wounds. This technique is powerful but unpredictable. Effect: Spend one AP to move a character’s Damage track up one to three steps in a positive direction. ​ For each step moved, roll a Chaos die. If any die comes up a 6, the healed character rolls on the Taints of Chaos chart in Zweihander Appendix G and receives a minor mutation. For any other die comes up a 6 the character receives 3 Corruption but may also resolve an injury.

Hands from the Abyss: Baleful tentacles emerge from the Abyss to drag the Occultist’s foe to its doom. ​ Effect: Spend 2 AP and select an enemy. That enemy is considered choked per the rules for Chokehold. ​ The enemy resists with an Athletics test, suffering a penalty of 10% per Occultist of Incantation. Further, the choke damage is made against the Damage Track. The choke remains until resisted.

Sacrifice: Steep is the price, and terrible, that the Eldritch exacts from those who reckon with it. ​ Effect: For each negative step on the Damage Track or every 3 points of Corruption you take, increase ​ ​ ​ the level of your Magick that can’t be resisted. Petty: 1 or 3, Lesser; 2 or 6, Greater 3 or 9.

Magick: The Occultist begins with the Hedgewizardry and Arcane Magick traits. The Occultist grimoire ​ includes Quoth the Raven, Augury, Blinding Gaze, Spectral Form, , Mark of Chaos, ​ Condemnation, Kraken’s Curse and Dooming. The Occultist may attempt to Conduct a Ritual, limited to ​ Awaken the Dead, Bind Abyssal Familiar, Call Demonic Servants and Magick Circle. Plague Doctor

As per Zweihander Barber Surgeon profession. Skill Ranks Alchemy Bonus Advances [AB] Skill Ranks Awareness Bonus Advances [FB] Skill Ranks Bargain Bonus Advances [FB] Skill Ranks Coordination Bonus Advances [IB] Skill Ranks Education Bonus Advances [IB] Skill Ranks Folklore Bonus Advances [PB] Skill Ranks Heal Bonus Advances [PB] Skill Ranks Rumor Talents Determination Skill Ranks Scrutinize Talents Indifference Skill Ranks Simple Melee Talents Knifework

Battlefield Medicine: With an assortment of bizarre and frightening instruments, the Barber Surgeon sees ​ to ‘curing’ the wounded. Where bonesaws fail, the machete can hack through all that sinew and bone to remove a patient’s bothersome, gangrenous limb. Effect: Whenever you successfully bind wounds to heal Damage, your patient moves one additional step ​ up the Damage Condition Track positively. You always succeed at Heal Tests to prepare bandages. If you critically succeed you may also counteract the effects of one poison, disease or injury.

Disorienting Gas: Beyond the assortment of deliriants and toxins already available, the Plague Doctor’s ​ research has yielded insidiously fast-acting compounds to drive the enemy back on their heels. Effect: You hurl your grenade using the rules for Thrown weapons and the burst template for the radius of ​ effect. All affected enemies make a Challenging Coordination Test suffer the same effects as the spell Addle-Coved and gain the Condition Blinded. It requires an Alchemy test to make Disorienting Gas.

Prepare Elixir: Mysterious. Dangerous. The source of Panacea, of Wytchfyre, of Elixirs. It is folly for any ​ to think they control Wytchstone. The Plague Doctor knows better. She has learned the hard way. Effect: You begin with one dose of Panacea and two of the following Elixirs: All-sight, Amnesty, Benefice, ​ Ooze or Moxie. Imbibers gain 3 Corruption from the arcane power of the Wytchstone. You begin with 3 Wytchstone shards to use as the basis of other elixirs.

Shieldbreaker

As per Zweihander Militiaman profession. Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Awareness Bonus Advances [AB] Skill Ranks Coordination Bonus Advances [BB] Skill Ranks Rumor Bonus Advances [CB] Skill Ranks Simple Melee Bonus Advances [IB] Skill Ranks Simple Ranged Bonus Advances [PB] Skill Ranks Stealth Bonus Advances [WB] Skill Ranks Survival Talents Gatecrasher Skill Ranks Tradecraft Talents Impenetrable Wall Skill Ranks Warfare Talents Sprint

Guerilla Warfare: The Shieldbreaker is constantly on the move, using hit-and-run tactics to influence the ​ outcome of any battle. They are able to move across the battlefield without sacrificing their defenses. Effect: You never provoke Opportunity Attacks with Movement Actions or other actions. Any Movement ​ Action a foe takes while Engaged with you immediately provokes an Opportunity Attack from you.

Pierce and Puncture: The Shieldbreaker’s pike and buckler have become extension of her body. She ​ weaves in and out with deadly grace, finding the weakness in every enemy’s defenses. Effect: When you spend 2 APs to move while Engaged, ignore any armor Damage Threshold modifier. ​

Adder’s Kiss: Across the scorching dunes in the Shieldbreaker’s homeland creatures thrive whose venom ​ redefines the word virulent. The pain drives men mad in the few heartbeats they have before they die. Effect: Spend 2 AP and a dose of Adder venom. If your attack is successful the enemy makes a Hard ​ (-20%) Toughness test or suffers the effects of Snake Venom (Incapacitated!). Additionally, the enemy suffers the effect of Withered Limb, regardless of whether they make their save.

Serpent Sway: The Shieldbreaker moves and sways like a desert snake, hypnotizing foes. ​ Effect: You may only spend your AP on Move, Dodge and Parry actions. Turn 1: all enemies who can ​ see you lose 1 AP, 2 AP in Turn 2 and 3 AP in Turn 3. The start of the Round 4 foes are Defenseless and you may attack one accordingly. Serpent Sway is cancelled if you’re struck during any of the Turns. Vestal

As per Zweihander Reeve and Preacher professions. Skill Ranks Folklore Bonus Advances [AB] Skill Ranks Heal Bonus Advances [CB] Skill Ranks Incantation Bonus Advances [FB] Skill Ranks Intimidate Bonus Advances [IB] Skill Ranks Leadership Bonus Advances [IB] Skill Ranks Resolve Bonus Advances [WB] Skill Ranks Scrutinize Bonus Advances [WB] Skill Ranks Simple Melee Talents Beatdown Skill Ranks Simple Ranged Talents Impervious Mind Skill Ranks Toughness Talents Second Skin

Judgement: A sister of battle. Pious and Unrelenting. ​ Effect: You spend 2 APs and and render Judgement against your enemy. Your enemy is struck by Call ​ Lightning (1D10+[WB] and knocked Prone). If the enemy is Abyssal, Mutant, Supernatural or Corrupted add 6 to the Damage and additionally you may move up the Damage Track one positive step.

Blessed Might: The Vestal’s mace glows with a white light and a pale nimbus surrounds her. ​ Effect: You spend 2 APs and utter words of prayer. Your mace erupts in white light. Refer to your ​ [WB]+3 for your damage and use your Incantation Skill instead of a Combat-based Skill. Additionally, make an Incantation roll. If successful, you’re under the effects of Unassailable Bulwark, as well.

Dazzling Light: The Vestal’s fist shines with a blinding brightness, a brilliant flash of pure white light. ​ Effect: You spend 2 APs and chant a verse of scripture. As the holy light flashes from your hand, ​ enemies equal to your [WB] are Blinded for one Turn. Enemies get an Awareness roll to resist. For a Fortune Point affected enemies may also be knocked Prone. Enemies get a Coordination roll to resist.

Divine Magick: The Vestal has access to the holy prayers of The Martyr. The Vestal may begin with three ​ prayers from the Generalist Petty spells or the Petty prayers of The Martyr. The Vestal also has access to Blessed Sacraments and may treat a Consecrated space as if it were a Magick Circle. Finally, the Vestal is subject to Punishments in accordance with The Martyr.

Additional Rules

Torchlight Meter The darkness is heavy, almost tangible. Heroes can feel it pressing down on them, slowing their sword hands and muting their words. It blunts the senses and amplifies fear. Every corner is an ambush. Every foot step hides lethal trap. The only weapon against the darkness is the Light. Torches, lanterns, candles and bonfires will all do the job but a torch does the job best, its open flame truly embodying the Light.

The Torchlight Meter measure the amount of light surrounding the party. It typically applies in dungeons but may just as easily be a factor in ruins, forests, graveyards and moonless nights anywhere. A hero or auxiliary party member must be carrying a torch. A fresh torch begins at Radiant Light, moving down through the Dim Light, Shadowy, Dark and Black as Pitch stages.

After a significant encounter or dungeon section, the player holding the torch rolls for the Torchlight meter. If they roll lower than the target number for the torchlight stage the torchlight meter drops down to the next darker level. If the heroes have torches left they can use them at any time outside of combat to move up the torchlight meter to the next brighter level. Each torch used raises the torchlight meter by one level. If they use a torch in combat it requires 2 AP.

Light Sources: Light Source Maximum Brightness Cost Notes

Wytchstone Torch Radiant Light 1 gc each Max 2 / hero, 100% safe from wind & rain

Lantern Dim Light 4 gc, 1 ss / oil 80% safe from wind and rain

Torch Dim Light 1 ss Max 2 / hero, 60% safe from wind & rain

Candle Shadowy 1 ss

Bonfire Radiant Light 1 ss Max 1 firewood / hero, 1 encumbrance

Torchlight Meter Stages: Stage Dimming Role Target Effect

Radiant Light 75%< No Resolve roll, no Surprise from visible enemies

Dim Light 50%< Easy Resolve test or 1D10 mental Peril

Shadowy 25%< Standard Resolve test or 1D10 mental Peril

Dark 10%< Challenging Resolve test or 2D10 mental Peril, +1 Corruption

Black as Pitch 0% - 10% Hard Resolve test or 2D10+4 mental Peril, +2 Corruption

The Hamlet

In many ways, the Hamlet is the heart and soul of the game. It is a character unto itself, remaining standing as long as there are heroes to defend it. It requires obligation and offers opportunity, provides comfort and demands costs. The Hamlet is where the heroes will go to bring their spoils of victory, repair their injuries, soothe their nerves and prepare for the future. The Hamlet can be reinforced and expanded with investment from the heroes.

Stage Coach: The Stage Coach is how the heroes get into town, and how new heroes come to replace ​ those lost in the struggles against the Dark. The Stage Coach can be upgraded as follows:

Level Upgrade Cost Benefit

Level 0 Nothing Starting characters with 1000 Reward Points can be brought to the Hamlet

Level 1 500 gc New characters are created with 1200 Reward Points

Level 2 1000 gc, 500 Reward Points New characters are created with 1500 Reward Points

Level 3 2500 gc, 1000 Reward Points New characters are built at Intermediate level

Abbey: The Abbey is a source of succor, especially for those heroes more religiously inclined. They can ​ meditate and pray, separating themselves from the Darkness and focusing on the light.

Level Upgrade Cost Benefit

Level 0 Nothing Resolve test removes 1 level of Peril or 2 Corruption

Level 1 500 gc Easy Resolve test removes 1 level of Peril or 2 Corruption

Level 2 1000 gc, 200 Reward Points Resolve test removes 2 levels of Peril or 4 Corruption

Level 3 2000 gc, 500 Reward Points Challenging Resolve test removes 3 levels of Peril or 6 Corruption

Tavern: Where the Abbey serves the soul, the Tavern aids the body. A source Fellowship and respite ​ from the constant hardship of the road, the Tavern offers a moment of safety, if not sobriety.

Level Upgrade Cost Benefit

Level 0 Nothing Fellowship test removes 1 level of Peril

Level 1 500 gc Easy Fellowship test removes 1 level of Peril Level 2 1000 gc, 200 Reward Points Fellowship test removes 2 levels of Peril or 1 Moderate injury

Level 3 2000 gc, 500 Reward Points Challenging Fellowship test removes 3 levels of Peril or 1 Serious injury

Sanitarium: Neither truly art or science, the work at the Sanitarium is still vital to the Hamlet. The horrors ​ of the Dark take their toll on everyone, heroes most of all. Still, it can be difficult choice to let the Doctor of the Sanitarium do his fumbling work or just endure the scars left by the terror of the Dark. Disorders are not afflictions earned casually, and they are even harder to remove. Heroes who engage the Sanitarium for help run the risk of making their Afflictions, Insanities and Mutations permanent.

Darkest Dungeon has dozens of positive and negative Quirks. Any of them are good fodder for character development. In general they can apply a +/- 5% or +/- 10% to a Skill, Combat roll, or any other roll that makes sense to the group and GM. Some examples follow. The Sanitarium is primarily focused on the Disorders that mirror the rules in Zweihander. Outside of that, treat Negative Quirks as per Addiction rules and Positive Quirks as a 100 Reward Point character improvement.

Level Upgrade Cost Benefit

Level 0 Nothing Successful Resolve and Toughness Test removes an Addiction. If both Tests fail the Addiction is permanent.

Level 1 1000 gc Successful Easy Resolve and Toughness Test removes an Addiction. If both Tests fail the Addiction is permanent. Negative Quirks can be cured at this level.

Level 2 3000 gc, 300 Reward Points Successful Resolve and Toughness Test removes an Insanity. If both Tests fail the Insanity is permanent.

Level 3 5000 gc, 600 Reward Points Successful Hard Resolve and Toughness Test removes a Mutation. If both Tests fail the Mutation is permanent.

Negative Quirks Fear of Beasts: -5% on Attack actions when dealing with Beasts Zoophobia: Stress Tests involving Beasts are made as Fear Tests Clumsy: -5% to Dodge rolls Lazy Eye: - 5% to Ranged Attack rolls Off Guard: Start two steps down the Initiative Ladder Torn Rotator: -2 to Damage Sickly: -10% on rolls to Resist Disease Phengophobia: If Torchlight Meter is at Radiant, Stress and Fear Tests are 10% more difficult

Positive Quirks Hard Noggin: +10% to rolls to resist being Stunned Evasive: +5% to Dodge rolls Last Gasp: Gain an extra AP when Seriously Wounded On Guard: Start two steps up the Initiative Ladder Quick Reflexes: +5% to Parry rolls Hard Skinned: +3 to Damage Threshold Unerring: +5% to Ranged Attack rolls Precise Striker: Option to flip numbers for Injury rolls

Blacksmith: There are few friends truer than a sharp blade and a good armor. In that case, the ​ Blacksmith is the purveyor of fine and fickle friends. A thick leather apron and heavy hammer ring out as he makes the weapons, armor and tools needed by the heroes and the Hamlet. He may even be open for an apprentice.

Level Upgrade Cost Benefit

Level 0 Nothing Characters can buy weapons, armor and tools

Level 1 1000 gc Weapons and armor may come with one additional positive quality

Level 2 2000 gc, 200 Reward Points Weapons and armor may come with one fewer negative quality

Level 3 5000 gc, 500 Reward Points Weapons and armor may be purchased at Castle-forged quality

Ancestor’s Memoirs: The mind of the Ancestor was a dark place, crippled by Corruption over time. His ​ Memoirs reveal a sad and frightening amount of self reflection as he descended into madness and embraced the power that came with it. There is much to be learned from the Ancestor, if one is willing to take the risk of opening that door and walking through it.

Level Upgrade Cost Benefit

Level 0 Nothing With successful Scrutinize and Resolve rolls, the party gains an insight into the upcoming adventure.

Level 1 200 Reward Points Successful Challenging Scrutinize and Resolve rolls: Characters with Incantation can learn a Petty Magick spell Any character who succeeds may begin the adventure with an extra Fortune Point. Failing both rolls gives the character 3 Corruption.

Level 2 400 Reward Points Successful Hard Scrutinize and Resolve rolls: Characters with Incantation can learn a Lesser Magick spell Any character who succeeds may gain a Positive Quirk. Failing both rolls gives the character 6 Corruption.

Level 3 600 Reward Points Successful Arduous Scrutinize and Resolve rolls: Characters with Incantation can learn a Greater Magick spell Any character who succeeds begins with an additional Fate Point. Failing both rolls gives the character an Addiction. A second, future failure will give the Hero an Insanity and a third will curse the hero with a Mutation.

Graveyard: The Graveyard houses those who have come before. Spending time in the Graveyard will ​ likely lead to ponderous thoughts, potentially bolstering one’s courage and sense of urgency or darkening their thoughts with a sense of invincible futility. There’s no impact to visiting the Graveyard. You may find a Grave Robber or Necromancer here, though.

Nomad Wagon: TBD - Trinket-related Survivalist: TBD - Light-related ​ ​ ​ Trinkets

Magical items are more common in Darkest Dungeon than they are in Zweihander. In this version of the game their rarity is up to the GM, a lever the group may pull to make the game easier or more difficult. It won’t be unusual for a professional adventurer to have a Common item or two. It will be unusual for them to have more than Very Rare item in the life of the hero. Sample trinkets:

Trinket Image Trinket Name Rarity Effect

Enemies make a Trivial (+30%) Bleed Stone (Very) Common Toughness Test or begin Bleeding.

Health Stone (Very) Common Add 1 to your Damage and Peril Thresholds.

Caution Cloak Common Add 10% to your Awareness Skill.

Speed Stone Common Move up the Initiative Ladder by one step.

Add a 1D6 Fury Die to your attacks if you are facing an Book of Rage Uncommon enemy (Broo, Orx, etc.) in your Book. One enemy may be in the book at any time. Changing the name cost 1 Fortune Point. You may flip your rolls to succeed when Light is Shadowy Moon Ring Rare or Dark. The Light Meter is never darker than Dark.

Add a 1D6 Fury Die to your attacks if you are Seriously Martyr’s Seal Very Rare Injured. Add 3 to your damage Threshold. You are also immune to Bleeding.

Monsters (Coming soon!)