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Dead By Daylight Roleplaying Game
\pagebreak # Credits ### Art Credits Cover page art - Something Creeping In The Fog by Alexiuss on Deviantart (https://www.deviantart.com/alexiuss/art/Something-creeping-in-the-fog-702886075) \pagebreak # Introduction The Dead By Daylight Roleplaying Game is a game about a story. A story of a purely evil being, its spread, and the Fog. Unlike many similar roleplaying games, DBDRPG puts you in an utterly alien world, nothing at all similar to anything you have ever seen or imagined. You will be put into a world where the correct answer may not be imminently obvious. Your goal is to learn this new world, its customs and physics and environments, through trial and error, without dying to your error. You are merely human after all, or you were, before coming here. DBDRPG is largely a game of storytelling from the perspective of a handful of survivors: humans that were yanked from their own world and thrust into a horrid, unknown universe. The story can take many different avenues: do they escape? Do they live or die? Can they unravel and identify the mysterious and evil entities of this world? Conquer them? Or even... join them? Each player creates a survivor that groups together with other player-made survivors to answer those questions. Another person acts as the Fog Master (FM), who acts as the narrator of the world, the voice of the environment, of the non-player characters (NPCs), and of fate itself. It is the FM's job to provide the parts of the story to compliment what the player characters (PCs) provide. Because every FM is different and the lore of Dead By Daylight is so open-ended, the story of every DDRPG campaign is different, up to interpretation. This game is not about winning or losing. It's about what happens in the Fog. ## The World The world of DBDRPG seems to be less of one world and more of a collection of worlds, bound together by a strange, dark mist call the Fog. It is chaotic and horrid in nature: meant to confuse and terrify those who fall victim to this kidnapping of sorts, with no obvious escape. This worlds are known as realms and many realms are created by and/or maintained by powerful beings. How many of these realms exist is not a known fact by either the natural habitants nor the victims of these hellish nightmares turned reality. However, all is not lost. Hope is a resource here, given and rationed to those present in the form of useful items, temporary respites, and bits of information. However, it is taken away just as quickly: death is temporary, pain is an expected occurence, and horrible, horrible experiences await. Is this a form of torture by an incredibly cruel being, or perhaps there are two beings at work here: a good and an evil? The further you dive into the Fog, the more you learn, but the more you risk being lost forever. Is it worth such a venture? \columnbreak ## How To Play In DBDRPG, the main focus is the story told. The players are free to do whatever they want, however they want, so long as they can justify it as being reasonably accomplishable. The FM can call for checks on anything where success or failure of an attempted action may change the narrative. Players decide how they want to attempt the roll, which character attempts the action, and calls any abilities used to affect the roll. Afterwards, the FM narrates the success and failure and consequences that happen. There are three types of rolls: DC rolls, contested rolls, and teaching rolls. DC rolls stand for difficulty check rolls. These are rolls that are typically player versus circumstance, environment, or otherwise tests their ability against anything that is not another being. The FM sets the DC for these rolls, which dictates a success if a player should roll that number or higher than that number. Contested rolls occur when a roll deals with a challenge against another being. Both beings roll in accordance to the FM's ruling, and the highest number of success win. In the case of a tied amount of successes, the rolled dice are added together, and the highest total number wins the contested roll. Teaching rolls work different than DC rolls or contested rolls and are explained later in this document. Within the Entity's realm is many smaller realms. Each realm is unforgiving, cruel, and horrifying in its own way, but there is a chance for respite. Campfires can be found between these nightmares. At a campfire, you can rest for as long as the campfire remains lit (determined by the FM; usually enough time for one thing to be done: healing, teaching or being taught, etc.) and recover all of your abilities and one health state. You can also use a special mechanic called Teaching, which allows you to make slow but steady process towards teaching another survivor a new skill. This is explained further later in this document. In every realm other than the campfires, one of the characters will be marked by the horrible Entity for special treatment. This may be a mark that draw enemies or perhaps a mark that makes healing that character impossible. Either way, the Entity wishes for that character to be hurt, tortured, or killed in a particular way, and everything in the Entity's realm obeys such a calling. \pagebreak ## Game Dice The main dice in this game is a ten-sided dice. You are assigned as many to roll equal to the statistic associated with the roll, to a maximum of 5 (there are a few things that allow more dice to be rolled). A DC on a scale of 2-9 is set (1s are an automatic fail, while 10s are an automatic success), and the number of dice you pass the DC with determines how successful or unsuccessful your attempt to do something was. Zero successes result not only in failure, but a critical failure. Something very bad happens, which the player/s now have to deal with. One success is a major failure. The roll cannot be attempted again by anyone else, and there may be further negative repercussions that the players must handle now. Two successes is a minor failure. The roll can be attempted again by another player, providing they have the time and ability to do so. Three successes is a minor success. What the player was attempting to do, happens, but with lesser benefit than the intended effect. Another player may attempt this roll, providing they have the time and ability to do so and with the added benefit of +1 dice. Four successes is a major success. What the player was attempting to do, happens, with the intended effect. Five or more successes result not only in success, but a crucial success. What they are trying to do happens, but with even more added benefit than what the player/s originally intended. Example: Joey has a 4 in his Brawn statistic. When he attempts to break down a door, he rolls his Breaking check with 4d10s. The DC is 3. Joey rolls a 2, 2, 1, 5, and 8. That amounts to two successes: a minor failure. Joey manages to do some damage to the door, but doesn't take it down completely and maybe slightly hurts his shoulder in the process. Another player can attempt to finish the task. Aaron decides to try. He also has a 4 in his Brawn statistic. He rolls a 3, 8, 7, and 7. That amounts to four successes: a major success! The door breaks, and the way is clear for them to move forward. Advantage and disadvantage are either given by the FM due to the circumstances of a particular situation or through abilities players can gain. When a player is given advantage, they roll their normal number of dice. After the roll is made, they can decide whether or not to reroll a number of dice equal to the number they originally rolled divided by two, rounded down. On the flip side, disadvantage is significantly worse. A player with disadvantage rolls their normal number of dice and is forced to reroll the highest results of the number of dice equal to the number they originally rolled divided by two, rounded down. Advantage and disadvantage work differently for Teaching and Luck rolls, which are not a series of d10s, but d100s. For this, a player rolls two d100s and takes the highest roll. Teaching cannot be modified by any skills, but can be modified by ranking into the Teaching specialty. Luck rolls are modified by the Luck statistic; each point in the Luck statistic adds a flat +5 to the roll. \pagebreak
##### Survivors Leveling Progression | Rank | Will Points | Gained | Base Health | Insanity Bonus | |:---:|:---:|:---|:---:|:---:| | 20 | 1 | Specialty Rank | 1 State | +0 | | 19 | 1 | Specialty Rank, Talent | 1 State | +0 | | 18 | 1 | Specialty Rank, Statistic Improvement | 1 State | +0 | | 17 | 2 | Specialty Rank | 2 States | +0 | | 16 | 2 | Specialty Rank, Talent | 2 States | +0 | | 15 | 2 | Specialty Rank, Statistic Improvement | 2 States | +0 | | 14 | 2 | Specialty Rank, Flaw Removal | 2 States | +0 | | 13 | 3 | Specialty Rank | 2 States | +1 | | 12 | 3 | Specialty Rank, Talent | 2 States | +1 | | 11 | 3 | Specialty Rank, Statistic Improvement | 2 States | +1 | | 10 | 3 | Specialty Rank, Flaw Removal | 2 States | +1 | | 9 | 3 | Specialty Rank, Skill | 2 States | +1 | | 8 | 4 | Specialty Rank | 3 States | +1 | | 7 | 4 | Specialty Rank, Talent | 3 States | +1 | | 6 | 4 | Specialty Rank, Statistic Improvement | 3 States | +1 | | 5 | 4 | Specialty Rank, Flaw Removal | 3 States | +1 | | 4 | 4 | Specialty Rank, Skill | 3 States | +1 | | 3 | 4 | Specialty Rank, Boon | 3 States | +1 | | 2 | 5 | Specialty Rank | 3 States | +2 | | 1 | 5 | Specialty Rank, Special Boon | 3 States | +2 |
\pagebreak # Making A Character Making a character is DBDTTRPG is similar to making one in other TTRPGs. Choose a name and create a backstory, then pick out the more mechanical aspects of your character. These numbers and abilities show what you character is able to achieve on a personal level and how they may be able to benefit a group of survivors in an alien world. PCs start at rank 20 and level up to rank 1. Each rank up, they gain new and improved abilities to be able to make their way through the realm of the Entity easier. Each of these benefits are listed in order of picking them a player creates the details of their character, then is explained further in the following pages, in the order they are listed and explained here. #### Flaws Flaws are inherent character flaws that grant a negative consequences or limitations to a character's ability to accomplish certain tasks. As they explore the realm of the Entity, these characters will become bolder, overcoming their own shortcomings in order to succeed. #### Essence The essence of a character defines who they are at their core. The authentic personality trait that makes up who your character is behind any mask they may wear. Choose carefully when picking one essence for a character; this cannot be altered or changed later, except through extreme circumstances, a large amount of luck, and perhaps some dark magic... #### Statistics Statistics indicate a character's potential. They show both the character's strengths as well as their weaknesses. Statistics can be increased by leveling up or by specific items in game. #### Skills Skills are a more specific indication of applicable knowledge that the character possess. These may be gained by leveling up or via Teaching. #### Specialties Specialties typically reflect not only a character's aptitudes during their life before, but also the things they learn after being kidnapped into the Fog. Some of these abilities, which would take time to master normally, seem to come easily to those affected by the Entity. As they experience the trials ahead, they gain more and more control over their predicament. A character ranks into their specialty/ies every time they level up. #### Talents Talents are tricks of the surviving trade you pick up as you spend time in the Entity's realms and subrealms. The Fog is a expansive and perplexing place, and you'll surely need to pick up some of these if you think you're going to leave. While a character gains these through leveling, they do not start with any. #### Boons As the characters become deeply ingrained in the Entity's realm, they realize there are rewards to be gained as well. Sometimes it is useful items or an unexpected escape, but other times... it's an almost magical ability. Are these from the Entity, to keep hope alive only before it extinguishes it once more? Or are they from something else, trying to truly help them out of this predicament? **Special Boons:** Special boons are given at rank 1 and are not defined in this book! These boons are custom-made between an FM and a player for the specific character and are meant to reflect upon the character's 20 ranks worth of storytelling and character development. \pagebreak ### Flaws All characters start with the following flaw: ##### Only Human After all, you're only human as you enter the Entity's realm. Your statistics are limited, for now, until you can truly connect to this world. Doing so may shed a piece of your humanity, but you will be stronger for it. Is it worth? - No statistic may be higher than 4. - No more than two statistics can be higher than 3. - At least one statistic must be 2 or less.
All characters at character creation also select three flaws from the following. Keep in mind that some essences cannot be chosen without a prerequisite flaw. Flaw removal does not remove the essence. Any statistic improvement through leveling that is unable to be completed due to a flaw is stored and completed when the flaw is removed. Be aware that even with leveling, you will be unable to remove every flaw.
\columnbreak | Flaw | Consequence | |:---:|:-----------:| | Aggressive | Creating, Evading, Healing, Influencing, and Repairing skills cannot be mastered. | | Apathetic | When in danger, you are the last character to go in initiative. If more than one character has this flaw, the two characters roll a contested Agility roll. | | Boring | Eloquence cannot be more than 1. You must remove the Only Human flaw before this flaw. | | Clutzy | Breaking, Creating, Evading, Lockpicking, and Pursuing cannot be mastered. | | Coward | Defying, Distracting, Enduring, Fighting, and Pursuing skills cannot be mastered. | | Helpless | Sorcery cannot be more than 1. You are also more likely to be marked by the Entity. | | Impatient | If you roll less than 30 on a Teaching roll, consider it a 1. | | Imperceptive | Evading, Identifying, Looting, Noticing, and Purifying skills cannot be mastered. | | Lazy | Agility cannot be more than 1. You must remove the Only Human flaw before this flaw. | | Lumbering | Influencing, Lockpicking, Looting, Noticing, and Repairing skills cannot be mastered. | | Moronic | Acumen cannot be more than 1, but you can ignore the limitation in the Only Human flaw of "No more than two statistics can be higher than 3." You must remove the Only Human flaw before this flaw. | | Pessimistic | Luck cannot be more than 1. You must remove the Only Human flaw before this flaw. | | Scrawny | Brawn cannot be more than 1. You must remove the Only Human flaw before this flaw. | | Selfishness | Distracting, Fighting, Healing, Identifying, and Purifying skills cannot be mastered. | | Unlucky | If you roll less than 30 on a Luck roll, consider it a 1. | | Weak | Vitality cannot be more than 1. You must remove the Only Human flaw before this flaw. | \pagebreak ### Essences Pick one essence at character creation. A few of these require a prerequisite flaw of the same name to gain. ##### Alturistic Everyone deserves to have someone help them, even in the worst of times. Humanity would be better off if people would learn to take care of each other better, giving for the sake of another. **When you make a Teaching roll, you cannot roll less than a 20.** ##### Apathetic You could not care less about this, that, or anything, really. This do be how life goes, you guess, or something. You react to success and failure the same way... not at all, usually. **After you fail a skill check, you gain a flat +15 to your next Luck roll. This can happen infinitely, but doesn't stack.** *(requires flaw)* ##### Boring The brick wall you lean up against while nodding to whomever you're speaking with has more personality than you, but perhaps not sticking out will serve you well here. **When you make a Luck (Looting) roll, you are significantly more likely to find information more than a useful object.** *(requires flaw)* ##### Brave You aren't afraid of this place! They can't hurt you, and you're sure you can bullhead your way through this nightmare and figure out a way out of here. **When you make a Luck (Looting) roll, you are significantly more likely to find an object to help you fend off an enemy than anything else.** ##### Coward You are... horrified. Terrified. Paralyzed, even. Your fight or flight instinct is heavily weighed towards flight... and hiding. **When you make a Teaching roll to teach someone a skill that is not a Brawn, Vitality, or Eloquence skill, you cannot roll less than a 40.** *(requires flaw)* ##### Hardworking You've always been ambitious and energetic. Whether through skill or large amounts of effort, you have a reputation for getting the job done. **After you make a successful skill check, you gain a flat +10 to your next Luck roll. This can happen infinitely, but doesn't stack.** ##### Lazy You struggle to get out of bed in the morning, let alone run from the horrors of this world. Being in a pseudo-horror-movie is so much work. **Every time you roll a Teaching roll, you roll at disadvantage. If you still roll over a 60, you treat the roll as if you rolled a 100.** *(requires flaw)* ##### Lucky Maybe a shower of shooting stars happened on the day you were born or something, but you are just inherently lucky. Fate tends to smile upon you in an almost magical way, and things always seem to work out in your favor when it really matters. **When you make a Luck roll, you roll with advantage.** ##### Moronic You are not the smartest or most well-spoken in the bunch, but you have your own special talents that is still useful to the group, you swear. Don't mind that you probably didn't even finish high school. **When you make a Teaching roll to teach someone a skill that is not a Acumen, Eloquence, or Sorcery skill, you cannot roll less than a 45.** (requires flaw) ##### Optimistic Even in the worse of situations, you can find the upside to your situation. Happiness is a choice that you make every day, even in the most dire of circumstance. Somehow, it will all be ok. **When you make a Luck roll, you cannot roll less than a 20.** ##### Passionate Whether you're passionate for a certain hobby or profession, others take inspiration in how much it matters to you. You could talk for hours on end about it and make others listen. **When you make a Teaching roll to teach someone else a skill, you roll with advantage.** ##### Pessimistic This is the worst thing that has happened to you, but you're sure the worst is yet to come. The only way to succeed is to be better than everyone else and even that's an unlikely scenario. You'll probably all die, but at least you'll die trying. **If your Teaching roll leaves the pool equal to or less than 50 points away from completion, the pool instead completes.** *(requires flaw)* ##### Selfishness Forget this! Every man for himself. If you're not good enough to get yourself out, then that sounds like a you problem. But you're out. **If you are the only uninjured survivor, you gain a flat +15 to all Luck rolls.** *(requires flaw)* ##### Smart From the time you were young, you were destroying the curve for all your classmates. Intellect and knowledge were never hard to come by for you, and you can use that to your advantage here. **When you make a Teaching roll to learn a skill, you roll with advantage.** ##### Unlucky Everything in your life has gone wrong. You're not sure if you just looked at the wrong black cat or if that ladder you walked under when you were two years old just decided to follow you through your life, but you're sorry to whatever god you pissed off. **Every time you roll a Luck roll, you roll at disadvantage. If you still roll over a 60, you treat the roll as if you rolled a 100.** *(requires flaw)* ##### Witty Whether you are truly amused by everything or you use humor as a coping mechanism, you can't help but make a joke during the good times and the bad ones. You're truly funny, whether it helps or not. **On any d100 roll, you may choose to reroll, but with disadvantage. You must take the new roll.** \pagebreak ### Statistics Statistics indicate a character's potential. They range from 1 to 5, although they can be dropped lower or raised higher in special circumstances. At character creation, you can either roll for these statistics or use a point buy of 21. When rolling, you may roll 8d4s and drop the lowest one, keeping the other seven rolls for the seven statistics. No matter which method, the following rules must be followed, in accordance to the Only Human flaw: - No statistic may be higher than 4. - No more than two statistics can be higher than 3. - At least one statistic must be 2 or less. #### Acumen Acumen describes a character's capacity to understand and reason. Associated skills are creating, healing, noticing, pursuing, and repairing. #### Agility Agility describes a character's capacity to finesse and maneuver their body. Associated skills are evading and lockpicking. #### Brawn Brawn describes a character's capacity to use force and brute strength. Associated skills are breaking and fighting. #### Eloquence Eloquence describes a character's capacity to express themselves verbally and convince others. Associated skills are distracting and influencing. #### Luck Luck describes a character's capacity to succeed by chance or fate rather than by their own skill. The only associated skill is looting, but flat luck rolls are quite common throughout the game. #### Sorcery Sorcery describes a character's capacity to learn and understand the occult. Associated skills are identifying and purifying. #### Vitality Vitality describes a character's capacity to survive and function under physical distress. Associated skills are defying and enduring. ### Skills Skills indicate more specific abilities your character has. They are gained through many means, including special items, leveling up, and teaching another character. To start, your character has mastery in three skills. Any character can attempt a roll with any skill, but if they do not have mastery, they roll at disadvantage. \columnbreak #### Breaking (Brawn) Measures a character's ability to destroy and damage objects. #### Creating (Acumen) Measures a character's ability to crafting items or using resources in a way that wasn't intended. #### Defying (Vitality) Measures a character's ability to withstand mental and emotional strain. #### Distracting (Eloquence) Measures a character's ability to draw and keep an enemy's attention. #### Enduring (Vitality) Measures a character's ability to survive and persevere while severely injured or facing death. #### Evading (Agility) Measures a character's ability to sneak and hide. #### Fighting (Brawn) Measures a character's ability to hurt and push off enemies. #### Healing (Acumen) Measures a character's ability to bandage wounds and manage illnesses. #### Identifying (Sorcery) Measures a character's ability to recognize and identify supernatural beings, objects, and occurrences. #### Influencing (Eloquence) Measures a character's ability to sway another's opinion through either convincing or misleading. #### Lockpicking (Agility) Measures a character's ability to identify and open locks without a key. #### Looting (Luck) Measures a character's ability to find useful items. #### Noticing (Acumen) Measures a character's ability to see and hear the things around them. #### Purifying (Sorcery) Measures a character's ability to interrupt and sabotage dark magic and occultist rituals. #### Pursuing (Acumen) Measures a character's ability to track and find others. #### Repairing (Acumen) Measures a character's ability to fix and rebuild. \pagebreak ## Specialties At character creation, pick one specialty. A character must take the base ability first. As they rank further into it, they must take abilities in order of tier. For example, an Assistant cannot take the tier two ability of Prove Thyself without having a tier one ability of either Diversion or Open-Handed. A character is allowed to take multiple abilities in the same tier, as well as multiple specialties, to a maximum of three. ### Assistant Whether due to a lack of boldness or a passive personality, you tend to do whatever you can to make sure that others succeed on their behalf. You may not be the best repairmen or paramedic, but you try your best to aid everyone and that is rewarded handsomely by fate. ##### Base Ability: Leader As an action, you can provide assistance on an ally's Breaking, Creating, Healing, Lockpicking, Looting, and Purifying checks, giving them advantage on their next check. This ability stacks with other instances of advantage. ##### Tier 1 Ability - **Diversion:** Once per camp, automatically succeed a Distracting check of your choice. - **Open-Handed:** All aura-reading abilities for yourself and your allies are active for twice the amount of time. This ability does not stack with other instances of this ability. ##### Tier 2 Abilities - **Prove Thyself:** You passively provide inspiration to those Repairing generators within a 30-foot radius, giving them advantage on their Repairing checks. This ability does not stack with other instances of this ability. - **Vigil:** You look out for your allies, always. You and your allies within 10 feet recover from the blinded, exhaustion, hemorrhage, hindered, and mangled debuffs twice as quickly as usual, to a minimum of one round. This ability does not stack with other instances of this ability. \columnbreak ### Bandit You have specific skills that, while condemned in your life, are valued now. Finding resources serves one well in the Fog. ##### Base Ability: Plunderer's Instinct You have advantage on all Looting checks. ##### Tier 1 Abilities - **Appraisal:** You can always tell how much more use an item will have before becoming useless. - **Pharmacy:** When making a Looting check, you can use this ability as a free action to increase your chances of getting medical supplies is increased by 50%. You can use this ability three times per camp. ##### Tier 2 Abilities - **Ace In The Hole:** When making a Looting check, you will always find an item one tier better than what you would have otherwise. - **Up The Ante:** You have a flat bonus equal to the number of allies over half health on all Luck checks. ### Engineer Perhaps you were a mechanic in your past life, or maybe your time in the Fog proves that these skills are necessary to find the next camp. Either way, your expertise proves vital here. ##### Base Ability: Visionary You see the auras of all generators within 60 feet. ##### Tier 1 Abilities - **Any Means Necessary:** When Creating a barricade, trap, or other structural defenses, you have advantage on the roll. - **Better Together:** When repairing, all allies can see your aura. - **Deja Vu:** When you finish Repairing a generator, know the direction and distance to three other generators within 120 feet. ##### Tier 2 Abilities - **Built To Last:** When an item falls apart, make a Repairing check to restore it. You can do this once per item. - **Poised:** When you finish Repairing a generator, you have advantage on Evading checks for three rounds (or one minute outside of danger). - **Streetwise:** Once per item, you can make a Crafting check. If successful, the item becomes one tier higher than it was originally. - **Technician:** When you fail a Repairing check, it will not notify enemies within 120 feet. \pagebreak ### Investigator Perhaps you bite off more than you could chew when you investigated the mysterious disappearances around a densely fogged mountain village, or maybe you chased a criminal into a strange mist. Despite this misstep, you have the tools to find your way through the trials ahead. ##### Base Ability: Stake Out After a successful Evading check, you have advantage on your next Looting or Noticing check. ##### Tier 1 Abilities - **Alert:** You can see the aura of someone who has done a successful Breaking check for three rounds or one minute outside of danger. - **Small Game:** You have advantage on Noticing checks to find traps. This stacks with other instances of advantage. - **Wake Up!:** You have advantage on all Noticing checks to find the way to the next camp. This stacks with other instances of advantage. ##### Tier 2 Abilities - **Detective's Hunch:** You have advantage on all Looting and Noticing checks. - **No One Left Behind:** After finding the way to next camp, you can see the auras of all allies and have advantage on Healing checks for them. - **Windows Of Opportunity:** Name a specific object, such as windows, doors, or potential loot items. As an action, you can see the aura of all the nearby items that fit that description within 30 feet. You may use this ability once per camp. This ability does not work on any items touched by the occult. \columnbreak ### Medic Everyone knows that in a situation such as the one you have found yourself in, those with the skills to mend and heal are highly valued. Keep your allies and yourself alive, and maybe you can find a way out of this torture. ##### Base Ability: Self-Care You gain the ability to perform Healing checks on yourself. ##### Tier 1 Abilities - **Aftercare:** You can see the aura of every survivor that you have healed or who has healed you since your last camp. Losing a health segment resets the effects of this talent. - **Autodidact:** You cannot benefit from a healing item and have disadvantage on Healing checks until you succeed one. Then you have advantage on all Healing checks and add a flat bonus to them equal to your rank, as well as the ability to benefit from healing items once more. These benefits last until your next camp. - **Empathy:** As an action, you can see the aura of every survivor not at full health within 120 feet. You cannot see the aura of survivors at zero health segments. - **We'll Make It:** After getting out of danger, you have advantage on the next three Healing checks. ##### Tier 2 Abilities - **Buckle Up:** As an action, you can see the auras of all allies at zero health segments. When Healing an ally from zero health segments, both you and the ally can see the auras of all enemies within 60 feet. - **Deliverance:** After Healing two people successfully, you can free action Heal yourself one health segment. Afterwards, you gain the Broken debuff for three rounds. - **Second Wind:** After healing someone at least one health segment, you take no damage from the next hit you take. ##### Tier 3 Abilities - **Botany Knowledge:** When making a Healing check on an ally, heal two health segments instead of one. - **Desperate Measures:** For each ally at half health or less, gain stacking advantage on your Healing checks. - **Solidarity:** After successfully Healing an ally, you recover one health segment as a free action. You may use this ability three times per camp. \pagebreak ### Occultist Something strange happened when you got here, or maybe it was later on... you can feel a deep presence, both in and around you. The darkness of it threatens to swallow your hope, but if you keep it at bay, perhaps you can use it to your advantage. ##### Base Ability: Blood Pact You can tell when someone has been marked for death by the Entity. Your Healing checks have advantage when applied to this person. After Healing them, both your ally's and your movement speed is increased by 10 feet for three rounds (or one minute outside of danger). ##### Tier 1 Abilities - **Inner Strength:** Whenever you succeed a Purifying check on a corrupted object, you may heal yourself one health state as a free action. You can use this ability until you fail a Purifying check, and then you must wait to use it again until next camp. - **Repressed Alliance:** Once per camp, you may use your action to block off a door, window, or other opening for three rounds (or one minute outside of danger). ##### Tier 2 Abilities - **Premonition:** You are aware when a corrupted enemy enters within a 30-foot radius of you. \columnbreak ### Savior You can't stand to see anyone killed here; it is not even an option in your mind. Maybe you've always been bold, athletic, or just a little reckless. Perhaps you can use these skills to make sure everybody escapes this nightmare? ##### Base Ability: For The People When Healing an ally at zero health segments, you may, instead of rolling, sacrifice one of your own health segments and gain the Broken debuff for three rounds to automatically succeed the check. ##### Tier 1 Abilities - **Babysitter:** For three rounds (or one minute outside of danger) after healing someone from zero health segments to at least one health segment, they have advantage on evading checks, and you have disadvantage on evading checks. - **Breakout:** While an ally is being held by an enemy, your movement speed is increased by 10 feet. While you are within 5 feet of your held ally and conscious, your ally gains advantage on Fighting checks to break the hold. - **Saboteur:** You have advantage on Breaking checks against all enemies' weapons and possessions. ##### Tier 2 Abilities - **Mettle Of Man:** As a free action, when an ally within 15 feet is hit, you may move your movement speed to them and take the hit instead. After taking two of these hits and when you drop to zero health segments, drop to one instead and remove the exhaustion and asleep debuffs. At this time, make an Enduring check at disadvantage. If you succeed, drop to two health segments instead of one. - **We're Gonna Live Forever:** As a free action, when an ally within 15 feet is hit, you may move your movement speed to them and take the hit instead. When you do this, gain a flat bonus equal to the number of health segments you're missing on your next Healing check. ##### Tier 3 Abilities - **Borrowed Time:** When assisting an injured ally through a Distracting, Fighting, or Healing check, you have advantage on that check if an enemy is within 30 feet of you. Additionally, if you or the ally you distracted for, fought for, or healed take a hit within the next three rounds, you or the ally gain the Broken debuff for three rounds instead of losing a health segment. - **Camaraderie:** When an ally within 15 feet of you is forced to make a Defying or Enduring check, they make the check with advantage. \pagebreak ### Warrior Maybe you were a soldier or a boxer in your previous life, or maybe you're just used to fighting for everything you have. Either way, you're sure you can brute force your way out of the Fog. ##### Base Ability: Deception While Evading, you can make a Distracting check. On a success, you gain advantage on further Evading checks while your pursuer gains disadvantage on further Pursuing checks for three rounds (or one minute if out of danger). You may use this ability once per camp. ##### Tier 1 Abilities - **Balanced Landing:** For three rounds (or one minute outside of danger), when falling at least 10 feet, your movement speed is increased by 10 feet and you have advantage on Evading checks. - **Dance With Me:** For three rounds (or one minute outside of danger) after failing an Evading check, your movement speed is increased by 10 feet and you have advantage on following Evading checks. - **Lithe:** For three rounds (or one minute outside of danger) after vaulting through a window or similar opening, your movement speed is increased by 10 feet and you have advantage on Evading checks. ##### Tier 2 Abilities - **Breakdown:** When you are hit by an enemy with a weapon or escape a trap, hook, bindings, or any other non-person restraint, roll a d100. On a result of 80 or higher, the weapon, trap, hook, bindings, or other non-person restraint is destroyed. - **No Mither:** You are considered to have the Broken debuff at all times except when you are at zero health segments. You have advantage on all Evading checks. When at zero health segments, you may make an Enduring check at disadvantage each turn as an action. On a success, regain one health segment. - **Slippery Meat:** You have advantage on Fighting checks when attempting to escape a trap, hook, bindings, or any other non-person restraint. ##### Tier 3 Abilities - **Boil Over:** You have advantage when making a Fighting check to avoid an enemy's grasp. While you are actively Fighting them, an enemy has disadvantage on Noticing checks. - **Decisive Strike:** When you are hit with a blow that would drop you to zero health segments, make a Fighting check at advantage. If you succeed, take no damage from the hit and gain advantage on all Fighting and Evading checks for three rounds. You can use this once per camp. - **Flip-Flop:** After you hit zero health segments, you have advantage on all Fighting checks for ten rounds. \columnbreak ##### Tier 4 Abilities - **Dead Hard:** In response to being hit, you can harden yourself against the blow, losing no health segments. You can use this three times per camp. - **Head On:** When near a door, window, or other object that swings on a hinge, make a Fighting check. On a success, you may swing that object into an enemy, they gain the stun debuff for one round. You may use this ability once per camp. - **Power Struggle:** When making a Fighting check against an enemy's hold, make the check with advantage. If you succeed, the enemy has the stun debuff for one round. \pagebreak ### Special Class: Teaching Teaching, like any other class, can be ranked into, but it doesn't have a base ability or tiered abilities. Instead, each rank into it automatically gives you a passive buff to your ability to teach others. You cannot start with a rank in Teaching at rank 20. Teaching can be done by any character, but has very limited success unless the character has ranks in the teacher specialty. A character teaching a skill to another must have mastery in the skill. Teaching attempts are done by all involved characters rolling a d100 dice. The total of the dice is put into a pool and tracked over time. When the pool reaches 1,000 points, the character being taught gains mastery in the skill. Each skill's pool is tracked separately. A character can only teach or be taught once per camp. **Rank 1:** You're good at teaching and know how to phrase lessons in a comprehensible way. You gain advantage on your Teaching rolls. **Rank 2:** \pagebreak ### Talents A character does not start with any talents. Instead, they gain talents at ranks 19, 16, 12, and 7. Some are free to take, but others have prerequisites. You must meet all of the listed prerequisites to take the talent. If at any point, you lose the prerequisite, you also lose access to the associated talent until such a time you meet the prerequisite again. - **Adrenaline:** *(Prerequisite: Rank of 4)* When you drop to zero health segments, drop to one instead and remove the exhaustion and asleep debuffs. This talent cannot be used again until you camp. - **Bond:** *(Prerequisite: No Ranks In Medic)* All allies auras are revealed to you within 60 feet. - **Calm Spirit:** *(Prerequisite: Vitality score of 4)* You have advantage on all Defying checks. - **Dark Sense:** *(Prerequisite: Rank of 1)* Each time a generator is completed, you can see the auras of all enemies within 60 feet for one round. - **Distortion:** *(Prerequisite: Agility score of 4)* Whenever an enemy would be able to see your aura, you are aware that they tried, and they are not able to see your aura. This will proc three times per camp. - **Fixated:** *(Prerequisite: Acumen score of 5)* Whenever you make an Evading check, you know immediately if you have succeeded or failed the check. Also, your movement speed is increased by 10 feet so long as you are not missing any health segments. - **Hope:** *(Prerequisite: none)* When an ally who has hit zero segments is healed to over half of their health segments since the last camp, you gain 10 feet of movement and advantage on Evading checks until the next camp. - **Iron Will:** *(Prerequisite: Prowess in Defying)* You have advantage on all Evading checks while at less than half of your health segments. - **Kindred:** *(Prerequisite: none)* When an ally is hit and loses a health segment, you can see all allied and enemy auras for one round. This will not proc if it is already proc'd. - **Left Behind:** *(Prerequisite: Prowess in Noticing)* When two or more allies are at zero health segments and you are in danger, you are able to see the exactly way to get to the next camp. - **Lightweight:** *(Prerequisite: Prowess in Enduring and Rank of 7)* - If you fail an Evading check, you can make an Enduring check. If you pass the Enduring check, your fail for the Evading check is ignored, and you succeed instead. - **Lucky Break:** *(Prerequisite: none)* If you take a hit, you have advantage on all Evading checks for the next three rounds. - **Object Of Obsession:** *(Prerequisite: none)* As an action, you may see the auras of all enemies within 200 feet for three rounds (or one minute outside of danger). During this time, they can also see your aura. - **Off The Record:** *(Prerequisite: none)* When you are healed for at least one health segment by an ally, your aura is hidden and you have advantage on Evading checks for three rounds (or one minute if out of danger). - **Quick & Quiet:** *(Prerequisite: Agility score of 4)* - Once per camp, you may choose to automatically succeed an Evading check. This can only be done before rolling. - **Red Herring:** *(Prerequisite: Eloquence score of 4)* Once per camp, you may choose to automatically succeed a Distracting check. This can only be done before rolling. - **Resilience:** *(Prerequisite: Rank of 4)* - When you have one health segment left, you have advantage on all Breaking, Evading, Healing, Lockpicking, Noticing, Purifying, and Repairing checks. - **Sole Survivor:** *(Prerequisite: none)* If an ally has died since the last camp, enemies cannot see your aura. - **Soul Guard:** *(Prerequisite: none)* After reaching zero health segments and being healed to at least one health segment, you gain the endurance buff. This ability can only be used three times per camp. - **Spine Chill:** *(Prerequisite: Rank of 7)* While within 30 feet of an enemy and in danger, you may take two actions per turn. These actions must be Breaking, Healing, Lockpicking, Looting, Purifying, and Repairing. Other actions do not fall under this ability and use your entire turn. - **Sprint Burst:** *(Prerequisite: none)* When an enemy begins pursuing you, you gain 30 movement speed for three rounds. After these three rounds, you gain the Exhaustion debuff for ten rounds. - **Tenacity:** *(Prerequisite: Vitality score of 4)* When you are reduced to zero health segments, you give advantage to anyone attempting to perform a Healing check on you. You also can move your entire movement speed, instead of half. - **This Is Not Happening:** *(Prerequisite: none)* When you are at half of your health segments or less, you may add a flat bonus equal to the amount of health segments you are missing to your Breaking, Healing, and Repairing checks. - **Unbreakable:** *(Prerequisite: none)* When you are at zero health segments, you may make an Enduring check at advantage as a free action each turn. On a successful check, gain one health segment. You can only benefit from this ability once per camp. - **Urban Evasion:** *(Prerequisite: none)* After you make a successful Evading check, your movement speed is increased by 30 feet for three rounds (or one minute if not in danger). Afterwards, you gain the exhaustion debuff for ten rounds (or three minutes if not in danger). \pagebreak ### Boons These are not given at character creation. Characters receive a boon of their choice at rank 3 and may receive more at the discretion of the FM. ##### Creative Thinking *(prerequisite: Acumen score of 5 and mastery in Creating and Repairing)* Your connection to the Entity has forced you to come up with some strange and innovative solutions in dire situations. You have become quite adept at thinking on your feet and using the things around you to make do. - You automatically succeed all Creating and Repairing checks, providing you have the necessary materials to create and repair the object. - As an action, you can create a shell of protection around you from whatever nearby environmental resources are at your disposal and enhance them with magic that glows orange. You are immune to damage for 2 rounds. ##### Cultist's Tongue *(prerequisite: Eloquence score of 5)* Your connection to the Entity has made empathizing with and understanding those also trapped within this realm easier. They seem more willing to reason with you, even in the most tense of situations. You gain the following benefits: - You gain advantage on all Eloquence checks. - Succeeding an eloquence check against a possible enemy removes all of their buffs and grants them the Stun debuff for three rounds. This can be done once per initiative. ##### Gift Healer *(prerequisite: Acument score of 5 and mastery in Healing)* Your connection to the Entity has shown you gore and violence like you have never seen before, and you are determined to be the saving grace to those that fall victim. Your healing is now accompanied by soft orange sparkles. You gain the following benefits: - You automatically succeed all Healing checks. - As a last resort, you can sacrifice your own health to save those around you. You may, without the need for an action, drop yourself to zero health segments to fully heal all of your allies. If you do this, you have advantage on the following Enduring checks to survive. ##### Glowing Armor *(prerequisite: ranks in Warrior)* Your connection to the Entity has grown so much that you have taken on some characteristics of them. Your skin appears to having softly glowing cracks, the orange light starkly familiar in your eyes. You gain the following benefits: - You have an extra health segment. - After dropping to equal to or less than half of your health segments, any attempts to hurt you in any physical way must roll 4 successes or more in a contested roll, otherwise it automatically fails. ##### Heart of Darkness *(prerequisite: Sorcery score of 5 and no ranks in Medic or Savior)* Your connection to the Entity has darkened your heart, but not closed it. You are still human, if not... barely. Your eyes no longer have whites, pupils, or irises, but are completely black. You feel truly connected to the occult magic here, and it has finally accepted you as well. You gain the following benefits: - You automatically succeed all Sorcery checks. - Any attempts to hurt you with dark magic must roll 4 successes or more in a contested roll, otherwise it automatically fails. ##### Luck of the Perished *(prerequisite: Luck score of 5 and have dropped to zero health segments at least once)* You connection to the Entity has taken your innate ability to squirm your way out of the worst situations through no quantifiable skill of your own and enhanced it tremendously, allowing you to conquer fate in an almost superhuman fashion. You gain the following benefits: - You automatically succeed all Luck checks. - When you make a Looting check, you can forgo your auto-success to call out an item you wish to find specifically. Roll normally, without any advantage from any source. If you roll above a 50, you find the called item. If not, you discover something else. ##### Nimble Target *(prerequisite: Agility score of 5)* Your connection to the Entity is a tense one: a consistent game of cat and mouse, which you are consistently winning at this point. However, perhaps as a begrudging sign of respect from the realm that can't catch you, you seem to be even quicker now. You gain the following benefits: - You gain advantage on all Agility checks. - Your base movement speed is doubled. ##### Survivor's Strength *(prerequisite: Brawn score of 5)* Your connection to the Entity has augmented your already considerable strength. Your muscles bulge and glow a soft orange under the skin when you exert them. You gain the following benefits: - You gain advantage on all Brawn checks. - You cannot roll lower than 2 successes on a Brawn check. ##### True Sight *(prerequisite: Acumen score of 5 and mastery in Identifying, Looting, Noticing, and Pursuing)* Your connection to the Entity has enhanced your sense of sight. Your eyes are no longer blue, brown, nor any other normal, human color, but a bright, recognizable orange. You gain the following benefits: - You gain advantage on all Identifying, Looting, Noticing, and Pursuing checks. - You cannot roll lower than 50 on a Looting check. - You cannot roll lower than 2 successes on an Identifying, Noticing, or Pursuing check. ##### Will of the Undying *(prerequisite: Vitality score of 5, Agility score of 2 or more, Brawn score of 2 or more)* Your connection to the Entity has angered you. You refuse to die in this place, and if you do, you will not go quietly. The Entity has accepted your challenge. You gain the following benefits: - You gain advantage on all Vitality checks. - On the brink of death (zero health segments), you may roll a Vitality check with a DC of 6. If you succeed, you may return to full health segments. If you fail without critically failing, you return to half health segments, rounded down. \pagebreak ### Buffs #### Bloodlust The bloodlust buff increasingly buffs a character's movement speed as long as they keep the target of their bloodlust in sight. This buff can be canceled early by gaining the hindered debuff. #### Endurance Characters with the endurance buff are temporarily hardened and can survive one hit without losing a health segment. #### Hasted Characters with the hasted buff increases a character's movement speed temporarily. This buff can be canceled early by gaining the hindered debuff. #### Undetected A character with the undetected buff automatically succeeds all evading checks and cannot be seen through aura-reading abilities. Any enemies attempting to make a noticing check against them automatically fail. This buff is temporary. ### Debuffs #### Asleep The asleep debuff forces all rolls to be made at disadvantage. This debuff is automatically removed if the character drops to zero health states. #### Blinded The blinded debuff impairs all aura-reading abilities, temporarily disabling them. #### Broken Those affected by the broken debuff are heavily wounded and unable to regain a health segment temporarily. #### Cursed The cursed debuff indicates an indefinite debuff, only curable by finding and destroying a cursed totem. #### Deeply Wounded The deeply wounded debuff occurs when a character is very near to death. They must make a percentage die roll meeting a DC of 50 + 5 * the number of rounds that the deeply wounded debuff has been active or die. On three successes, the debuff is removed. #### Exhausted The exhausted debuff prevents the use of certain abilities after using one of these abilities, forcing them all onto a shared cooldown. This debuff is automatically removed when a character is put onto a sacrifical hook or when a character completes a rest. #### Exposed The exposed debuff temporarily puts a character in extreme peril, causing them to lose two health segments every time they are hit. \columnbreak #### Hemorrhaging A character with the hemorrhaging debuff has disadvantage on evading checks. Any character attempting a pursing check against them have advantage. This debuff can be removed by any successful healing. #### Hindered A character with the hindered debuff have a temporary decrease in their movement speed. This debuff can be removed early by gaining the bloodlust or hasted buff. #### Incapacitated A character with the incapacitated debuff cannot take any action other than ones necessary to avoid an enemy and remove the source of the incapacitation. #### Madness A character inflicted with the madness debuff must roll a percentage die on the following table at the beginning of every round and spend the round following that action. With each passing round, they roll an increasing amount of d100s, taking the highest result. (E.g. Two percentage dice the second round, three the third, etc.) | d100 | Result | |:---:|:-----------:| | 0-10 | Panic: A character takes the most selfish means possible to ensure their own survival. E.g. Taking the last bit of healing supplies, running away, leading an enemy to an ally, etc. | | 10-22 | Fear: A character cannot move, but can still take actions. | | 23-37 | Startle: A character drops an item at random. | | 38-54 | Hallucinations: A character cannot take actions, but can move. However, they can only move away from the source of the madness debuff. | | 55-73 | Scream: A character screams out loud, giving them disadvantage on evading checks. | | 74-100 | Breakdown: A character cannot take any action or move, but the madness debuff ends. | #### Mangled A character with the mangled debuff is severely mutilated from their injuries. All attempts to heal them have disadvantage, but any successful healing removes this debuff. #### Oblivious A character with the oblivious debuff has disadvantage on noticing checks temporarily. #### Stunned A character with the stunned debuff cannot move nor take any action.