SampleCryptdigger's Guide file to Published by SoulMuppet Publishing

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Writing by: Zachary Cox (@JellyMuppet) and Nicholas Spence (@NickSpence1)

Editing by: Vi Huntsman (@ImmaWaffleBunny) MRC, Fiona Maeve Giest (@coilingoracle) MRC and James M Hewitt (@needycatgames)

Layout by:Dave Cox (@dastardlydave)

Art by: Ben Brown (@IllustratorBB)

Maps by: Patrick Eyler (@Mountain_Foot)

Thanks to: Luke Gearing, Ben Milton, Alex Hill, Ben Warren, James Lader, Harrison Swift, Sam Sleney, Abigail LaLonde, Josh Davenport, Perrtu Vedenoja, Luka Rejec, Michael Lombardi, Connagh Doohan, Huw Williams, Michael Bacon Sample file The Cryptdigger’s Guide to Table of Contents

Introduction 6 Welcome to Best Left Buried, a rules light, fantasy-horror roleplaying game combining the “Old School” spirit with new Getting Started 10 procedures and mechanics for a gruelling—but thrilling— dungeon crawl experience. It intentionally mixes the Making a Character 16 immediate threat of death with fear, suspense and slow, grinding consequence. 26 The setting of many Best Left Buried games is the Thirteen Duchies of Lendal, a renaissance world dominated by powerful Equipment 40 colonialist institutions and ruled by the Wizard of White Tower, a powerful liche. Tools are included to run Best Left Advancements 54 Buried in Lendal, but with any fantasy setting featuring large dungeons and an adventuring class. Playing the Game 66 A referee, the Doomsayer, is responsible for describing the Consequences 84 world, its inhabitants and its .

Players act as Cryptdiggers, professional dungeoneers seeking Monsters 94 riches within terrifying subterranean dungeons—Crypts. The game is designed to be grim and lethal. Monsters should be genuinely scary. Your Cryptdiggers return changed.

We Hope you have fun. Zach and Ben

4 Sample file 5 Introduction Introduction

The Book A Warning

There are three primary sections: Best Left Buried has mature If your table prefers not to use them, themes including the following the Doomsayer’s Guide to Horror Cryptdigger’s Guide to Survival content warnings: contains alternate rules removing or A Cryptdigger facing book containing everything necessary to lessening Affliction’s effects. play. It includes character creation, core mechanics, Violence, Mental Illness, Death, equipment lists and a short chapter on monsters. Injury, Trauma, Ableism, Mutilation, We recommend using safety tools, such Body Horror, Cannibalism, Blood, as an X Card (John Stavropoulos), Doomsayer’s Guide to Horror: Addiction, Drug Use. Script Change (Brie Sheldon) or Lines A Doomsayer facing book containing guidelines and and Veils (Ron Edwards), as well as procedures for running games and creating dungeons and a As with any improvisational medium, pre-session discussions and post- toolbox of alternate rules. It also includes the Thirteen worse scenarios can arise in play. sessions debriefs. Information about Dutchies of Lendal and a full hexcrawl adventure, The As with all RPGs, foster an these tools online. Lowlands of Internment. environment where theDoomsayer Best Left Buried engages with the Hunter’s Guide to Monsters andCryptdigger's actions are powerful and world changing acts A Doomsayer facing book containing guidelines and informed by trust and consent. If the anyone—even if living with physical procedures for creating and using monsters, including game is not safe for everyone, the and mental illnesses can make. It Mythology, Monster Templates and a sizable Doomsayer failed to create an should lift people up, not put them Bestiary. It also adds new Adaptations and rules for creating accommodating space. down. Make your table a safe and fun Monstrous Treasures. In particular, Best Left Buried contains place to play, and people will return. extensive mechanics for psychological Afflictions. Many resemble real world mental illnesses, extremely and through a ‘gallows humor’ lens. Afflictions are not commentary on real mental illness or a condemnation of people’s medical conditions.

IfanAffliction makes a Cryptdigger uncomfortable, it should be removed, reworked or ignored. 6 Sample file 7 Introduction Introduction

Concepts and Tools

Characters are controlled by Cryptdiggers. Mythological monsters and NPCs are controlled by theDoomsayer ,and might be monsters in the mythological sense, or just other people not controlled by the characters. Creatures include both these categories

The only dice you need in Best Left Buried are standard six sided dice, known as D6. If asked to roll XD6, roll X dice and add them together. If asked to roll a D2 or D3. For a D2, roll D2 a D6 and count 1-3 as 1 and 4-6 as 2. 1 ForaD3,1-2=1,3-4=2,5-6=3. For some tables, you may need to reference a grid. Roll one dice for the column and another for the row. 2 Further, you will require pens/pencils and paper for notes and characters sheets. You also need a coin the larger, D3 rarer and more ominous the better. 1

2

3

8 Sample file 9 Getting[CHAPTERTITLE] Started Getting Started

The party met in the Guildhall of the Blue Moon in the Grand Best Left Buried is a roleplaying game, a conversation between City of Falfe. Albert Du Lac, bastard of Dentwine, peerless Cryptdiggers and the Doomsayer about a fantasy horror warrior of hammer and helm. Osford of the Nine Fingers, acolyte adventure. Each player takes on one (or more) Cryptdiggers, of the Blue Order and mutant of the priesthood. Lillian the White, while theDoomsayer is the medium they experience the world conjurer of tricks and keeper of great secrets. Carris 'Fingers' through. TheDoomsayer portrays other non-player Delton, a gutterscum thief schooled in the subtle art of knifework characters (NPCs), controls monsters, narrates player action’s and treachery. consequences and takes necessary actions creating the adventure’s world. All gathered for their own reasons. Family betrayal, penance, occult thirsts, the promise of forgotten gold. The guildmaster didn’t care. How To Use This Book: The Process of Play They did not tremble, for each thought themself sterner than If you are a player: The loose cycle of play is steel. They did not pause or delay as they agreed to the terms, 1. First read this chapter, to learn the as follows: and asked for the Crypt’s location. basic rules. 1. The Doomsayer describes a situation. She almost pitied them. She had seen so many before. She hoped 2. Then make a character with 2. The Cryptdigger(s) describe how they found what they sought but didn’t reckon much on it. Chapter 3: Character Creation. they interact. 3. To read the complete rules see 3. The Doomsayer decides if/what Chapter 6: Playing the Game. mechanics resolve the interaction, (Stat Check, Observation Check, If you want to be a Doomsayer: Grip Check, combat) and, if Read theCryptdigger’s Guide To Survival necessary, dice are rolled. cover to cover at least once and, 4. The Doomsayer narrates the preferably, also read the Doomsayer’s action(s)’ outcome, explaining how Guide to Horror. the situation changed. 5. Repeat.

10 Sample file 11 Getting Started Getting Started

Rules Summary Rules Summary Stats Vigour and Grip Characters have three stats: Brawn, Wit and Will. Higher is Cryptdigger’s Vigour measures health and their resilience, better. The player selects anArchetype determining their andGrip measures sanity, stamina and mana.Vigour is lost character’s pre-Cryptdigging experiences, an Advancement from physical dangers, and replenished by resting away from determining theirCryptdigger’s skills and some equipment danger.Grip is lost throughExertion , failing Grip Checks or and weapons. Through play, characters gain Experience. using some Advancements, and regained by accepting When 8 Experience accumulates, they reset it to zero, gain a Consequences—like Injuries orAfflictions. new Advancement and add 1 to their Vigour and Grip pools. Grip Checks Stat Checks If a character sees something that would damage theirGrip , When a Cryptdigger attempts something difficult or risky, theDoomsayer may request a Grip Check.Roll2D6+Will.On the Doomsayer may request a Stat Check ofBrawn, Wit or a 9+ they succeed, gaining 1 Experience. Otherwise, they fail, Will to determine outcome. The player rolls 2D6 +Stat .A losing 1Grip . Grip Checks may have theUpper Hand orbe result of 9+ is a success, anything lower is a failure. Against The Odds.

If the Doomsayer decides a Check is easier than normal, Death and Consequences it is made with the Upper Hand: Roll an extra die and discard When a Cryptdigger is reduced to 0 Vigour, flip a coin. Heads the lowest. they die. Tails they are wounded andUnconscious , making If the Doomsayer decides a Check is hard, it isAgainst The them vulnerable to being finished off by an enemy, unless an Odds: Roll an extra die and discard the highest. ally prevents them with a Heroic Rescue.

Checks can also be made easier with Exertion. Spend 1 Grip for A Cryptdigger reduced to 0Grip is removed from the the Cryptdigger to push themself beyond their limits and player’s control. make a Stat Check with theUpper Hand. Cryptdiggers regainGrip by accepting Consequences. When hurt or suffering damage, they can accept an Injury—risking Observation Checks death or dismemberment—to reset their Grip to5. The Doomsayer may request anObservation Check to discern Alternatively, outside combat, they can reset their Grip to10 surrounding details. Roll 2D6. A 9+ is a success, otherwise by accepting an Affliction, accepting a potentially debilitating they fail.Observation Checks may also have the Upper Hand mental condition. orbeAgainst The Odds. 12 Sample file 13 Getting Started Getting Started

Rules Summary Inventory Slots Characters have inventory Slots, equal to 12 + (Will orWit whichever is higher) + 2x Brawn. Each carried item fillsSlots equal to the number of hands required to hold them comfortably, at theDoomsayer’s discretion. Characters carrying more Slots are Against the Odds on all Brawn Checks and any Stat Checks requiring quick movement.

Rounds and Turns During combat, time is divided into rounds and turns. During each 10 second round, each combatant takes a 10 second turn. On their turn, a Cryptdigger can move a short distance and take one other action like making anAttack , using an Advancement, moving additional distance or another quick action.

Attacks and Defence Characters can use a weapon to attack a creature. Roll 3D6 + attackingStat (weapon dependent,but normally Brawn orWit). If the sum of any two dice ties or exceeds the target’sArmour , the attack deals Vigour damage equal to the third die. If no two dice tie or exceed the target's Armour, the attack misses and deals no damage. Rolling a 6 as damage also inflicts anInjury . Advancements andWeapons can modify this damage. Attacks may have the Upper Hand orbeAgainst The Odds.

14 Sample file 15 Making[CHAPTERTITLE] a Making a Character

Names and Inspiration Character When making a character, always start with a name. Aramis de The four had travelled halfway across the Duchy reaching this Beauregarde is probably very different from Kyra Daggert, cave. According to the folk from Quelyn's inn these tunnels were Cordin Pyre or Helga Brightbelly. called the Warrens. They ran deep in the earth, hiding Use the name as a springboard deciding how your character unspeakable creatures and wondrous treasures. The villagers said looks, talks and behaves. Think about how they dress, their monsters shamble forth feasting on their goats. They told of mannerisms or accent. Think about their past and how it strange deep caves looming like great portals in the mountainside. might affect their decision-making. Think about their wants Their grips tightened around sword, staff and shield. Their and how they achieve them. information pointed to a certain cave that no-one had claimed to Do this quickly. Characters emerge better through play than have delved before and returned. The walls of the high gully reams of backstory. Contemplate of a few short facts then loomed high above, grey and stoic. The darkness was a knife- move on. wound, an unholy space that poisoned the earth, hiding a wicked, hidden world of demons, death, and worse. If you’re having trouble thinking of a name, most ofChapter 6's Advancements' descriptions contain names. Use one that Albert Du Lac lit his torch, and entered. There was gold and glory strikes your fancy. yet to be won. If you’re having trouble thinking of a character concept, consider a favourite character from fiction or history. Take them and combine it with another (completely different) character you like, merging your favorite elements. They don’t have to be the same , gender or genre; strange combinations make interesting characters.

If you really can't think of anything or just fancy letting the dice do their thing, go toDriveThruRPG and check out Maze Rats, which has fantastic random tables to help inspire an interesting character.

16 Sample file 17 Making a Character Making a Character

Components of a Character

Stats: Brawn, Wit and Will, quantify a character’s physical and mental aspects and Brawn Wit Will Affluence are used asStat Check

If Stat: 1 | If Point:0 Starting: +2 in one stat, +1 in another, +0 in the final Optional Rule andAttack modifiers Stats

Best Left Buried has threeStats: Brawn, Wit and Will.

Vigour andGrip: Two resource pools Shield (+1) Basic (8) Brawn quantify the character’s respective Plate (9) Represents a character’s physical strength, endurance and vital force—used to physical and mental endurance. Vigour Grip Armour Current Max force a door, wrestle a monster or threaten an NPC. A high Brawn character might

7+Armor 6+Brawn | 5+Brawn+Adv. Qty. 4+Will Starting: be a well-built warrior, whereas low Brawn could signify being sickly or frail. Starting: Max: Starting: Shield, Basic , or Plate

Archetypes: A character’s Archetypes Wit Player: defines what they did before becoming Represents a character’s physical, mental and social agility—used to dodge a a Cryptdigger, granting small fireball, convince an NPC the character is a friend, pick pockets or quickly solve a Name: advantages and disadvantages. puzzle. A highWit character might be nimble and charismatic, whereas low Wit could signify being awkward or clumsy. Archetype: Experience: Characters start with 0 Experience, gaining it through play. Will XP Tracker: Characters spend Experience to get Represents a character’s intellect and their mind's power—to remember an moreVigour , Grip and Advancements. obscure fact, resist a debilitating spell, tend to a person’s injuries or sway an NPC’s opinion. Most spellcasters use Will to channel their magics. A high Will character might be wise and scholarly, whereas lowWill may signify being fainthearted or unintelligent .

Advancements: Each character Advancements Description starts with one Advancement,a powerful ability that makes them better at certain tasks or grants them unique powers. 18 Sample file 19 Making a Character Making A Character

Stats Cryptdiggers tend to be very good at one thing, pretty good at another and average at a third. To represent this, allocate +2 to one stat, +1 to another and +0 to the remaining one. Note these statistics are beyond normal folk, who have +0 in all three stats, and are unlikely to become Cryptdiggers. Sometimes, due to anAffliction , Injury orAdaptation, Vigour and Grip a character’s Stat may be lowered below 0. Don’t worry if your Your character has two measures of survival: Vigour and Grip. character is a bit weak, clumsy or foolish; explore the change using it as an opportunity for character development. Vigour Similar to hit points in other games this represents their IfaStat is positive, add it to anyStat Checks using it; if health and fighting spirit. Your character's starting Vigour,is negative, subtract it from relevantStat Checks. 6+theirBrawn.

Grip Combines stamina, mana and sanity. It is spent to gain the Upper Hand or use some Advancements, and is depleted when facing psychologically damaging monsters or environments. Your character's starting Gripis 4 + their Will.

Advancing Vigour and Grip Throughout play, characters gain new Advancements.For each Advancement gained throughExperience ,gain+1Grip and Vigour.

Vigour can never exceed 5 +Brawn + number of Advancements. Grip has no cap.

20 Sample file 21 Making a Character Making a Character

Equipment Equipment

Characters start play with a toolkit of useful items and Every character gets three pieces of equipment from this list: Weapons. They always have the following: 1. Crowbar. 20. Flask of Acid. 50’ Rope A Bedroll 2. Pickaxe. 21. Hooded Lantern. 3 Torches 1 week Rations 3. Shovel. 22. Alchemist's Fire. A Backpack Basic Armour 4. Hammer and Chisel. 23. Musical Instrument.

5. Chain. 24. Lock and Key. Every character gets two weapons: These tables are 6. 10’ Pole. 25. Book of Alchemy 1. Hand Weapon 4. 3 Throwing Weapons multiples of D6 for random generation, 7. Whetstone. 26. Book of Mythology. 2. Light Weapon 5. Long Weapon if you feel brave. 8. Bear Trap. 27. Book of Religion 3. Heavy Weapon 6. Ranged Weapon (10 Ammunition) 9. Bullseye Lantern. 28. Book of Magic

10. Grappling Hook. 29. Book of History Why would you want to use each weapon? 11. Grease. 30. Book of Languages Hand Weapon - HighBrawn or Throwing Weapon - Ability to handle 12. Manacles. 31. Dose of Medicine. freedom to use shields, torches or short range targets. other equipment. 13. Lockpicks. 32. Chalk. Long Weapon - HighBrawn or want to Light Weapon - HighWit . stay away from danger. 14. Bag of Marbles. 33. Writing Kit.

Heavy Weapon - HighBrawn and Ranged Weapon - High Wit or want to 15. Set of Files. 34. Antitoxin. want to deal crushing damage. deal damage from afar. 16. Mirror on a Handle. 35. Holy Water.

17. 30’ Silk Rope. 36. Compass.

18. Caltrops.

19. Dose of Venom.

If you want something not on the list, negotiate with yourDoomsayer . 22 Sample file 23 Making a Character Making a Character

Advancements

The final step before play is choosingJourneyman a Advancement from Chapter 6. Remember, you can always take a Suggested Advancement from yourArchetype if you're short on ideas.

Next Steps

Now you’ve finished your first character!

Most Cryptdiggers operate in large Companies with a fairly Archetypes high attrition. They establish surface camps near Crypt entrances, sending in small, disposable parties to gather Characters begin with an Archetype representing who they are information and explore the shallows. and what they did before becoming a Cryptdigger. Go back and make one or two more—characters will probably Archetypes show what the character is good and bad at and die, so make back ups. Try to make them as different as offer special abilities. They are designed to make a simple possible, keeping the game varied and exciting. Never make ‘pick up and play’ character, to be customised as they duplicates to throw into the meat grinder until one levels up. accumulate Experience. When the campaign starts your character is inexperienced but, The Cryptdigger’s Guide to Survival contains 13 Archetypes: after surviving a few sessions they may become leaders, Believer, Cabalist, Cut-Throat, Dastard, , Farlander, entitling them to greater shares of treasure and additional Freeblade, Outcast, Physiker, Protagonist, Scholar and responsibilities such as planning expeditions, organising Veteran—detailed in Chapter 4. Crypt forays and recruiting newCryptdiggers (potentially future characters). If your character resembles an Archetype, simply write down those abilities and start playing. If they don’t, use the Everyman Archetype as a generic template.

The player also starts with an Advancement, listed in Chapter 6. There are many Advancements,soeachArchetype comes with 3 suggestions.

If still unsure, you can always take Extra Will, Extra Wit or Extra Brawn increasing one stat. 24 Sample file 25 Archetypes[CHAPTERTITLE] Archetypes

Atop the dais, where Ados' holy altar once stood, was a Character Archetypes account for their life prior to becoming grotesque statue. It was not fashioned from stone; it looked like a Cryptdigger. half-set wax, glossy and wet, looming large in the torchlight and permeating the space with rot and mildew’s reek.

Osford saw this blasphemy and loosed a wordless roar of rage. Whatisan His eyes took an animalistic cast as he wrestled Albert’s hammer adventuring day? from his hands, rushing to sunder the statue. Quick and Archetype abilities and Advancements Easy Characters It took all three holding him back. Despite his diminutive, frequently reference the 'Adventuring Archetypes aren’t strictly bedraggled form, he was filled with holy rage. In the end, they Day'.An Adventuring Day begins when necessary, but they mechanically dragged him kicking and screaming from the chamber, leaving the characters enter or awake in a reinforce character background. For the desecrated temple behind. hazardous environment such as a players brand new to RPGs, Crypt, untamed wilderness or a hostile Archetypes can be ignored skipping city district. An Adventuring Day ends right to choosing Equipment and when characters rest for 4+ hours. Advancements. If you want Abilities usable during ‘An Adventuring ‘hardcore’ play, characters could Day’ should never be used in a camp on start without Advancements—as the surface. long as the whole group uses the same method, you’ll have no problems enjoying the game. Your group can choose Archetypes when they’re more comfortable with the rules or ignore them entirely.

26 Sample file 27 Archetypes Archetypes

Believer Cabalist

Believers are holy folk, guided by gods’ Cabalists are often cultists or wizards’ voices: devout preachers, honourable apprentices whose unpleasant, knights, sacred healers or holy monks, terrifying or otherworldly experiences a person who puts their faith in some allow them to handle the underworld higher being greater than mortals. better than most.

Holy Mission Been There Done That Each Believer has a Holy Mission. Once Cabalists’ strange experiences allow per Adventuring Day, if enacting their them to shrug off what terrifies others. Holy Mission the player can re-roll one The first time each Adventuring Day a die used in a Stat Check orAttack. This Cabalist would spend or lose 1Grip , mission could be destroying heathens, they don’t. evangelizing or gathering funds for I’ve Seen Things temple construction. TheHoly Mission Experts at sacrilege, most Cabalists may be dictated by the religion’s tenets, have seen many awful things. Cabalists a leader’s instructions, or saintly have theUpper Hand onGrip Checks. visions. TheCryptdigger and Doomsayer should collaboratively Already Slightly Gone determine the Holy Mission. Cabalists are a little unhinged, beginning play with anAffliction , I Am No Preacher, I Am A Prophet chosen or rolled randomly Believers have the Upper Hand onWit from Chapter 8. orWill Checks spreading their god’s word or convincing practitioners to follow instructions. Suggested Advancements: Hand of the Holy Suggested Advancements: Take Fire and Lightning Strange Believers act with divine guidance's Take My Shining Armour Gleams for blasting things with magic. surety, beginning play with the for a holy knight. Affliction: Guided by the Gods.Ifthis Take Spirits of the Beyond if Take I See Truth in the Stars to doesn’t fit, choose anotherAffliction interested in necromancy. receive divine visions. from Chapter 8: Consequences. Take Tough As Nails for a grizzled Take Lay On Hands for a healer. henchman. 28 Sample file 29 Archetypes Archetypes

Cut-Throat Dastards

Cut-Throats are criminals and Dastards are charlatans, and unsavoury folk: thugs, ruffians, fast-talkers: mountebanks, noble thieves, assassins or general lowlifes. house’s bastards, or They will lie, cheat and murder to get pirates—all charismatic and whatever they want—and do even flamboyant, and largely better at worse for what they need. talking their way into trouble than getting out of it. Silver Tongue Cut-Throats have theUpper Hand on You Magnificent Dastard Wit Checks to deceive. Dastards are extravagant people. Up to 3 times per Adventuring Day, while Tricks of the Trade employing an obnoxiously daring Cut-Throats excel outside the solution to a potentially simple problem traditional legal sphere. Once per (swinging from chandeliers, elaborate Adventuring Day, while engaging in blackmail schemes, anything involving illegal activities—such as scaling a disguise), you can re-roll 1 die used in a sheer surface, breaking a lock or Wit Check orWit based Attack. performing legerdemain—you can re-roll 1 die used in a Wit Check. Lovable Rogue Dastards possess a certain ineffable Honour Amongst Thieves charm, granting theUpper Hand for Cut-Throats are unlikely to stick their Wit Checks interacting with necks out for others but even the non-hostile NPCs. worst criminals adhere to the Code. Cut-Throats can only attempt a At Home In The City Heroic Rescue when saving another Most Dastards lived comfortable lives Suggested Advancements: Cut-Throat. and are not hardened for the Crypt. Suggested Advancements: Take Knife from the Shadows fora Dastards are Against The Odds on Take Knife from the Shadows fora man-killer or assassin. Grip Checks. criminal or charlatan.

Take Tough as Nails if more brute Take Weapon Master for a duelist than thief. or pirate.

Take Master of Deceit to never Take Nimble Dodge to flee have to tell the truth. problems instead of facing them. 30 Sample file 31 Archetypes Archetypes

Everyman Freeblade

Not every Cryptdigger fits an Archetype. Freeblades are heroes of a financial Examples Not everyone is a glorious , bent—rather than saving the world or Poacher: Good at tracking and professional thief or sinister cultist. watching it burn, they desire payment navigating in woodland. Bad at Sometimes, you’re an Everyman. as mercenaries, professional soldiers, interacting with Nobility assassins for hire or spell-swords. Probably Good at Something and Landowners. Everymen have a niche skill from their Advancement: Marksman’s Aim Soldier of Fortune prior life and have the Upper Hand Freeblades constantly risk it all for Blacksmith: Good at metalworking attempting it or something involving it. pay. Once per Adventuring Day, if it and investigating forged-metal results in immediate financial gain Probably Bad at Something Else objects. Bad at tasks requiring fine (example: quest completion, treasure Everymen have a skill, vice, drawback motor control in the character’s acquisition or bounty capture), you or negative personality trait that makes hands. can re-roll one die used in aStat Check actions involving it Against The Odds. Advancement: My Shining Armor orAttack. Gleams Suggested Advancements: I’m A Professional : Good at resisting the Literally anything. Freeblades navigate the job market effects of ingested Alcohol and adroitly, gaining the Upper Hand on Poisons. Bad at trying to move Wit Checks related to seeking (or Note: carefully or balancing. negotiating with) a potential employer. The Doomsayer should veto Advancement: Nimble Dodge anything too powerful. The Heart of Gold Everyman is less powerful—but Freeblades cannot resist the glint of more flexible—than other coin and are Against The Odds onWill archetypes. Checks resisting bribery. Suggested Advancements: TakeWeapons Master fora martial persuasion.

TakeKnife from the Shadows fora man-killer.

Take anArcane Advancement such asFire and Lightning Strange or Arcane Wards for a spell-sword. 32 Sample file 33