Additional Rules
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Travel and Environment
Movement Rates
A creature’s movement rate has two numbers, its Stride, and its Combat Move. Stride comes into play when creatures are engaged in a travel or a chase. Combat Move is used when creatures are engaged in turn-by-turn movements on a battle map using action rounds.
A bipedal creature’s stride is calculated by adding his dexterity score + a pace modifier (see Table: Size Modifiers). When consulting the Size Modifier table, round up at the 6" mark, and down when below 6". Quadrupeds (or greater) use the same calculation but add an additional +10 bonus to their stride before calculating their move.
| Table: Size Modifiers | ||||||
|---|---|---|---|---|---|---|
| Height | Reach | Pace | HP | Base | Base | Size |
| (rounded) | Mod | Multiplier | Strength | Dexterity | Category | |
| 25 | 4 | 40 | 5 | 30 | 2 | Colossal |
| 24 | 3 | 38 | 4 | 29 | 3 | Giant |
| 23 | 3 | 36 | 4 | 28 | 3 | Giant |
| 22 | 3 | 34 | 4 | 27 | 3 | Giant |
| 21 | 3 | 32 | 4 | 26 | 3 | Giant |
| 20 | 3 | 30 | 4 | 25 | 4 | Giant |
| 19 | 2 | 28 | 3 | 24 | 5 | Huge |
| 18 | 2 | 26 | 3 | 23 | 5 | Huge |
| 17 | 2 | 24 | 3 | 22 | 5 | Huge |
| 16 | 2 | 22 | 3 | 21 | 5 | Huge |
| 15 | 2 | 20 | 3 | 20 | 5 | Huge |
| 14 | 1 | 18 | 2 | 19 | 6 | Large |
| 13 | 1 | 16 | 2 | 18 | 6 | Large |
| 12 | 1 | 14 | 2 | 17 | 6 | Large |
| 11 | 1 | 12 | 2 | 16 | 6 | Large |
| 10 | 1 | 10 | 2 | 15 | 6 | Large |
| 9 | 0 | 8 | 1 | 14 | 6 | Medium |
| 8 | 0 | 6 | 1 | 13 | 7 | Medium |
| 7 | 0 | 4 | 1 | 12 | 8 | Medium |
| 6 | 0 | 2 | 1 | 11 | 9 | Medium |
| 5 | 0 | 0 | 1 | 10 | 10 | Medium |
| 4 | -1 | -2 | 0.5 | 8 | 12 | Small |
| 3 | -1 | -4 | 0.5 | 6 | 14 | Small |
| 2 | -2 | -6 | 0.25 | 4 | 16 | Very Small |
| 1 | -2 | -8 | 0.25 | 2 | 18 | Very Small |
| 6"-11" | -3 | -10 | 0.1 | 0 | 20 | Tiny |
| <6" | -3 | -12 | 0.1 | -2 | 22 | Minuscule |
Here are a few examples:
Laurel the human is 5’ 6” tall with a dexterity of 16. Her stride is 16+2 because she is closer to 6’, which comes out to 18.
Squee the Goblin is 3’ 3”, with a dexterity of 18. His stride is 20-4, for a total of 14.
Burley the Hill Giant is 12’ 2” tall, with a dexterity of 8. His stride is 8+14, or 22.
Juniper the Centaur is 6'2 tall, with a dexterity of 14. Her stride is 14+2+10 for being a quadruped, or 26. 
Once a character calculates their stride, they then calculate their combat move by dividing by 5 and rounding up. In the examples above, Laurel’s combat move is 4, Squee’s is 4, Burley’s is 5, and Juniper's is 6. This is the number of spaces a combatant can move on their turn.
There are four paces that a character can move at. Their stride as calculated above; jogging, which is 2x a character’s stride, running which is 3x their stride, and sprinting which is 4x their stride.
Fatigue and Exhaustion
When characters perform activity for the duration listed on the Activity Fatigue table, they gain 1 point of fatigue. For the first four points of fatigue, they get an activity penalty of -1 per level which is applied to all checks and attacks. On their fifth point of fatigue, they are at -5 to all checks and attacks and also gain the Exhausted condition. If an Exhausted character performs activity that would normally cause them to gain additional fatigue, they instead lose 1 Maximum HP per fatigue interval (see table); these cannot be recovered from potions or magic. Throughout the day characters can take one-hour rests to remove one level of fatigue, but Maximum HP lost from exhaustion does not recover until the character is able to sleep. Once sleeping, Maximum HP lost from fatigue restores one per hour in addition to normal HP recovery, although fatigue cannot be reduced while the character is taking exposure damage. Below is the activity difficulty table, which provides how long a character can perform an action before suffering fatigue. 
Fatigue and extreme temperatures
If a creature is taking exposure damage due to extreme heat or cold, all activity fatigue times are reduced by 50%.
| Activity Fatigue | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Time | Activity | Fatigue | Examples | AverageSpeed*Open / Road | Rough
Plains |
Sparse
Forest |
Dense
Forest |
Swamp | Hills | Mountains | Cold
Exposure Modifier |
Heat
Exposure Modifier |
Load Restrictions |
| 4 Hours | Light | 1 | Walking, Daily routines / Slow travel speed | 2 mph | 2 mph | 2 mph | 1 mph | 1 mph | 1 mph | 1 mph | 0 | 0 | Max Load: Extreme |
| 2 Hour | Moderate | 1 | Hiking / Normal travel speed | 3 mph* | 3 mph | 3 mph | 2 mph | N/A | 2 mph | 2 mph | -1 | 0 | Max Load: Heavy: |
| 1 Hour | Heavy | 1 | Fast travel speed | 4 mph | 4 mph | 4 mph | 3 mph | N/A | 3 mph | N/A | -2 | +1 | Max Load: Medium |
| 10 Minutes | Strenuous | 1 | Climbing, Jogging, Rowing, Scaling, Swimming | 5 mph | 5 mph | 5 mph | N/A | N/A | N/A | N/A | - | - | Max Load: Light |
| 1 Minute | Extreme | 1 | Combat, Running | varies | varies | varies | N/A | N/A | varies | N/A | - | - | - |
| 1 Round | Punishing | 1 | Sprinting | varies | N/A | N/A | N/A | N/A | N/A | N/A | - | - | - |
| *Assumes a minimum of 12 stride. Increase or decrease the average travel speed by 1 mph for each 4 points of stride greater than or less than 12, minimum 1 mph. | |||||||||||||
There are three primary penalties to character actions, those being fatigue, wounds, encumbrance and armor. All penalties apply to Strength or Dexterity based check or attack; only penalties from fatigue and wounds additionally apply to all checks.
Activity Penalties from Loads Carried
As covered in the Statistics chapter, characters can carry a number of small items equal to or less than their strength stat without penalty; this is called one load. For each additional Load carried they are at minus one Edge to all physical activity including attacks.
| Activity Penalty by Load Carried | ||
|---|---|---|
| Load | Small Items Carried | Activity Penalty |
| Light | <=Strength stat | No penalty |
| Medium | <=Twice Strength | -2 |
| Heavy | <=Three times Strength | -4 |
| Extreme | <=Four times Strength | -6 |
Chase sequences
Chases occur when one or more creatures begin chasing after one or more other creatures. While chases could be resolved on a battle map, most chases cover more distance than a reasonable sized map could handle. Chases are still managed with action rounds, but instead of using a creature's combat move, they instead use their stride and running speed.
When a chase begins, roll initiative as if it were a combat and switch to action rounds. Determine the starting positions and relative distances between all the creatures involved in the chase. Calculate how far each person involved in the chase can move at their stated speed. The GM will set a difficulty level for the maneuver. Running across straight, flat ground is an easy DL5. Running down a crowded street would probably be DL15, whereas running through dense brush could be DL20 or higher. These checks are Athletics, but situationally characters could leverage acrobatics, climbing or tumbling if they were running across rooftops or performing parkour maneuvers. Like any skill check, a critical failure likely results in a crash or fall if the result failed by 5 or more, with no progress made.
If you fail the DL, reduce your movement by 1 foot per 2 points you missed by (round up), minimum half movement.
If you beat the DL, increase your movement by 1 foot per 2 points you beat it by (round up), maximum +50% movement.
All movement should be calculated, then determine relative positions between all the runners. If the creature chasing catches up to their target and they would still have an available action they could then take that action to perform an attack or tackle or other such maneuver if that is what their intent is. If they start the turn adjacent to each other, and the chaser wins the initiative, they can also then attempt a non-running action before movement is calculated. If they miss, this would result in their quarry getting ahead, but if they succeed, it likely ends the chase and begins combat.
Remember, each action round one increment of movement is automatic, running requires moving with both additional actions, and sprinting is a combined action. Creatures can only sprint across unobstructed straight lines. 
Example
Laurel has been tracking an assassin for the last week and finally lays eyes on him in a crowded street. They spot each other at the same time, and he makes a run for it. They roll initiative! 
The GM determines that they start off 30 feet apart. Laurel has a stride of 17, the assassin has a 15. Laurel wins the initiative. 
After setting the scene, the GM sets the DL at 20. Laurel rolls a 12, plus her 8 in athletics and gets it exactly. She is going to run, and will cover 17x3, or 51 feet.
The assassin rolls a 12, plus 10 for 22. He beats the DL by 2, giving him +1 move for a total of 15x3+1, or 46. She's faster than he is, and they end the turn 25 feet apart! 
This would continue until the GM determines that the assassin is out of sight, which would end the chase - or if Laurel catches up to him.
Let's assume she gets a series of great rolls, and the assassin some poor ones, including a critical fumble, where he crashes through a fruit card and rolls across the ground. At the start of the turn she is adjacent to him, and she wins initiative. She could then use one of her actions to perform a tackle, or she could try stabbing him in the back. If her attack was unsuccessful, she would fall behind if he continued to run, but assuming she succeeds the chase could easily be over.
Overland Movement
Overland movement governs travel between settlements, across wilderness, and through hazardous terrain. Movement is measured in miles per hour and is determined by terrain and travel pace.
This section does not introduce new mechanics. It uses the Activity Fatigue table, Exposure rules, and Load rules already defined.
Travel Procedure
When traveling overland, resolve the following steps:
- Determine Terrain Identify the terrain being crossed (road, plains, forest, hills, mountains, swamp, etc.).
- Determine Weather Establish temperature, wind, precipitation, and visibility conditions.
- Choose Travel Pace The party selects a travel pace (Light, Moderate, or Heavy activity).
- Apply Movement Rate Use the Activity Fatigue table to determine movement speed based on terrain and pace.
- Track Fatigue Characters gain fatigue according to the duration listed for their activity level.
- Apply Exposure Exposure is applied hourly as normal.
- Resolve Navigation (if required) Navigation checks are made only when appropriate (see Exploration).
- Camp and Recover At day’s end, characters may rest, recover fatigue, and reduce exposure if conditions allow.
Travel Pace
Travel pace corresponds directly to activity levels in the Activity Fatigue table:
| Pace | Activity Level | Typical Use |
|---|---|---|
| Slow | Light | Careful travel, escorting wagons, routine movement |
| Normal | Moderate | Standard overland travel |
| Fast | Heavy | Urgent movement, pursuit, forced pace |
Travel pace determines:
- Movement speed (by terrain)
- Fatigue intervals
- Cold and heat exposure modifiers
- Maximum load allowed
Daily Travel
A standard travel day consists of up to 8 hours of movement.
Distance traveled equals:
Movement Rate × Hours Traveled
Example:
Traveling at 2 mph for 8 hours results in 16 miles traveled. Travel beyond 8 hours continues to accrue fatigue normally.
Once a character becomes Exhausted, further travel reduces Maximum HP instead of increasing fatigue.
Terrain
Movement speed varies by terrain and activity level as shown in the Activity Fatigue table.
If terrain is mixed, use the slowest relevant terrain type for that hour of travel.
Minimum movement rate is 1 mph unless terrain or conditions make travel impossible.
Forced Travel
Travel beyond safe fatigue thresholds is permitted but dangerous.
- Fatigue continues to accumulate normally.
- Once Exhausted, each additional fatigue interval causes 1 Maximum HP loss.
- Maximum HP lost in this way cannot be restored until the character sleeps.
This represents pushing the body beyond sustainable limits.
Rest During Travel
Characters may take one-hour rests at any time.
Each hour of rest:
- Removes 1 point of fatigue.
- Does not restore Maximum HP lost from exhaustion.
- Does not reduce exposure unless the character is resting and no longer taking exposure damage.
Resting while taking exposure damage does not reduce fatigue.
Travel in Adverse Conditions
Weather and visibility may affect:
- Movement speed
- Exposure
- Navigation difficulty
- Missile attacks
- Perception checks
These effects are resolved using existing rules and flat penalties unless otherwise specified.
Mounted and Assisted Travel
Mounts, vehicles, and similar means of travel may modify movement speed or fatigue intervals. Such modifications are defined in their respective sections.
Unless otherwise stated, mounts and hirelings are subject to fatigue and exposure rules.
Overland Movement and Scale
Movement is measured in miles.
Game Masters may optionally use hex-based maps of any scale. When doing so, convert miles to hexes as appropriate for the map in use.
Exploration governs how characters move through unfamiliar terrain, determine their position, and locate points of interest. Navigation determines whether they remain on course.
This section uses existing skill checks, fatigue rules, and weather effects. It does not introduce new subsystems.
Familiar vs. Unfamiliar Terrain
Navigation checks are only required when traveling in:
- Unfamiliar wilderness
- Roadless terrain
- Dense or obstructed environments
- Poor visibility conditions
- Severe weather
No check is required when:
- Traveling on a well-maintained road
- Moving through familiar territory
- Following a reliable guide
- Using clearly marked routes
The Game Master determines when a navigation check is necessary.
When required, one character serves as navigator and makes a navigation-related skill check.
Navigation checks are typically made:
- Open terrain (plains, road): Once per day
- Forest or hills: Once per 4 hours
- Mountains or swamp: Once per hour
- Severe weather: Increase frequency by one step
The Difficulty Level is determined by terrain complexity and conditions.
Failure results in one of the following (GM’s choice):
- The party loses 1 hour of travel time.
- The party veers 1–3 miles off course.
Critical failure may result in both.
Becoming Lost
If the party repeatedly fails navigation checks, the GM may declare them lost.
When lost:
- Movement continues normally.
- Distance traveled does not reduce distance to the intended destination.
- Navigation checks are required each hour.
- Exposure and fatigue apply as normal.
Once a navigation check succeeds, the party reorients and resumes proper travel.
Maps, Tools, and Guides
The following may provide bonuses at the GM’s discretion:
- Accurate regional maps
- Compass or sextant
- Spyglass (for landmark spotting)
- Skilled guide familiar with the terrain
Poor maps, outdated information, or deceptive terrain may impose penalties.
All such modifiers should use flat bonuses or penalties unless conditions are chaotic (such as blizzard, sandstorm, or magical interference), in which case Edge may apply.
Visibility
Visibility affects both navigation and exploration.
Reduced visibility may result from:
- Darkness
- Dense fog
- Heavy rain
- Snowfall
- Thick forest canopy
Reduced visibility may impose flat penalties to Perception and navigation checks.
In extreme conditions (blizzard, sandstorm, magical darkness), the GM may apply negative Edge.
Scouting
A scout may travel ahead of the group.
When scouting:
- The scout moves at their chosen pace.
- The main group moves at its own pace.
- The scout may detect threats before the main party encounters them.
If the scout becomes separated beyond sight or sound, they are effectively alone and subject to normal exposure and fatigue rules.
Discovering Points of Interest
Exploration may reveal:
- Ruins
- Caves
- Tracks
- Water sources
- Landmarks
- Signs of habitation
Discovery typically requires a Perception or Survival check.
Failure does not mean the feature does not exist; it may simply remain unnoticed.
Travel Pace and Exploration
Travel pace affects exploration:
- Slow pace (Light activity) allows careful observation.
- Normal pace (Moderate activity) balances speed and awareness.
- Fast pace (Heavy activity) may impose penalties to Perception checks at the GM’s discretion.
The faster a party moves, the more likely they are to miss subtle details.
Exploration and Rest
Exploration may be paused for:
- Investigation
- Mapping
- Tracking
- Foraging
- Setting camp
Time spent exploring still accrues fatigue according to activity level.
This section provides a framework for wilderness play without requiring random encounter tables or hex-specific mechanics. The Game Master determines what exists in the world; these rules determine whether and how the party finds it.
Exploration Intervals and Event Dice
When characters explore dangerous locations such as dungeons, ruins, wilderness zones, or hostile settlements, time is tracked in Exploration Intervals.
An Exploration Interval represents 10 minutes of in-game time. Searching a chamber, forcing a door, studying inscriptions, binding wounds, mapping corridors, or moving cautiously through hostile territory typically consumes one Interval.
Tracking time in Intervals allows the Gamemaster to manage light sources, spell durations, environmental pressure, and the risk of discovery.
Threat Level
Every dangerous location has a Threat Level, rated from 1 to 6.
Lower numbers represent more dangerous and reactive environments.
| Threat Level | Environment |
|---|---|
| 1 | Swarming, on high alert |
| 2 | Highly active, heavily patrolled |
| 3 | Active and guarded |
| 4 | Watchful but intermittent |
| 5 | Quiet, lightly trafficked |
| 6 | Stable or largely inactive |
The Threat Level is determined by the Gamemaster and is not automatically known to the players.
The Event Dice Pool
While exploring a location with a Threat Level, the Gamemaster maintains an Event Dice Pool.
- At the end of each Exploration Interval, roll 1d6 and place it into the pool.
- A result of 6 counts as a Hit.
- When the number of Hits equals the location’s Threat Level, an Event is triggered.
- After an Event triggers, clear the pool and begin again.
Because lower Threat Levels require fewer Hits, dangerous locations respond more quickly to intrusion.
Adding Dice
The Gamemaster may add additional dice to the Event Pool when the characters increase risk. Examples include:
- Loud or extended combat
- Breaking doors or barriers
- Explosive or thunderous magic
- Triggering alarms
- Failing stealth checks significantly
- Lingering in one area for too long
Each such action typically adds one additional die to the pool. Particularly reckless behavior may justify more.
Events
An Event represents the environment reacting to the characters’ presence. Examples include:
- A wandering patrol
- Reinforcements arriving
- A creature investigating noise
- A shift in dungeon alertness
- Environmental instability
- Traps resetting or activating
- Escalation of local threat level
An Event does not always mean combat. It means the world moves.
Building Tension
The Event Dice Pool is intentionally visible. As sixes accumulate, tension rises naturally.
The players may not know the exact Threat Level, but they will see danger building. They must decide whether to press forward or withdraw.
This system creates organic pressure. The longer characters remain in hostile territory, the more likely that territory is to respond.
Example
The party explores a ruined fortress with a Threat Level of 2.
After the first Interval, the Gamemaster rolls a 6. One Hit.
After the second Interval, another 6 appears.
Two Hits equals the Threat Level.
An Event triggers. A patrol of armored revenants rounds the corner, drawn by the party’s torchlight and noise.
The pool is cleared, and exploration continues.
Weather
Weather influences travel, exposure, visibility, and navigation. The Game Master determines weather conditions appropriate to region and season.
Weather effects use existing systems wherever possible. No additional subsystems are required.
Precipitation
Precipitation includes rain, sleet, and snowfall. Its primary mechanical effects are:
- Causing the Wet condition
- Increasing Cold Exposure
- Reducing Visibility
- Affecting Travel Speed
- Modifying Navigation Difficulty
Rain Intensity
Rain is categorized into three levels:
| Intensity | Description | Mechanical Effect |
|---|---|---|
| Light Rain | Steady drizzle or scattered showers | Wet after 1 hour |
| Heavy Rain | Continuous rainfall | Wet after 10 minutes |
| Torrential Rain | Storm conditions | Wet immediately |
The Wet Condition
A character becomes Wet when exposed to sufficient precipitation without waterproof protection.
While Wet:
- Cold Exposure is calculated first, then doubled before mitigation.
- Outer layers provide only 1 Cold DR.
- Inner layers provide no Cold DR.
- Accessory DR (hats, gloves, boots) does not apply.
Wet characters remain Wet until:
- They spend 1 hour drying near a fire or in dry shelter.
- They change into dry clothing.
Waterproof outerwear or properly pitched waterproof shelter prevents becoming Wet.
Rain and Cold Exposure
Rain increases danger in cold temperatures.
If temperature is below 50°F and a character is Wet:
- Cold Exposure is doubled before mitigation.
If temperature is above 50°F:
- Rain causes discomfort but does not double Cold Exposure.
At or near freezing temperatures, rain may become sleet or snow, which the GM may treat as Heavy Rain with Strong Wind effects.
Rain and Visibility
Rain reduces visibility as follows:
| Condition | Effect |
|---|---|
| Light Rain | -1 to Perception checks beyond 50 yards |
| Heavy Rain | -2 to Perception checks, missile attacks at -2 |
| Torrential Rain | -4 to Perception checks, missile attacks at -4 |
In severe storms, the GM may apply negative Edge to Perception or ranged attacks due to chaotic conditions.
Rain and Movement
Rain affects terrain differently.
- Roads and plains: No change to movement rate.
- Forest, hills, mountains: Movement may be reduced by 1 mph during Heavy or Torrential Rain.
- Swamp: Movement reduced by 1 mph in Light Rain, 2 mph in Heavy Rain.
The GM may reduce movement further if flooding or mud becomes severe.
Rain may increase navigation difficulty.
In Heavy or Torrential Rain:
- Increase navigation check frequency by one step.
- Apply a flat penalty to navigation checks (-2 typical).
Severe storms may justify negative Edge due to chaotic visibility.
Shelter in Rain
Tents, cloaks, and other waterproof gear prevent becoming Wet if properly used.
Improperly pitched tents, damaged canvas, or inadequate shelter may fail during Heavy or Torrential Rain.
A campfire exposed to Heavy Rain requires shelter or protection to remain lit.
Snowfall
Snowfall follows the same mechanical rules as rain for Wet and visibility.
Accumulating snow may:
- Reduce movement rate by 1 mph.
- Increase Cold Exposure if wind is present.
- Obscure tracks.
The GM determines accumulation effects based on duration and severity.
Storm Conditions
Storms combine:
- Heavy or Torrential Rain
- Strong Wind or Gale
- Reduced Visibility
Storms may:
- Extinguish unprotected flames
- Force additional navigation checks
- Make missile attacks extremely difficult
- Increase Cold Exposure by +1 due to wind
Storm effects should feel dangerous but use existing systems whenever possible.
Weather is intended to add pressure and atmosphere without adding complexity. Its purpose is to interact with exposure, fatigue, and equipment in meaningful ways.
Outdoor Survival
Environmental Exposure
Temperature & Comfort Range
The comfortable temperature range is 50°F–75°F.
For every 10°F outside this range, a character takes 1 Exposure per hour.
Cold Exposure (Below 50°F)
| Temperature | Exposure / Hour |
|---|---|
| 40–49°F | 1 |
| 30–39°F | 2 |
| 20–29°F | 3 |
| 10–19°F | 4 |
| 0–9°F | 5 |
| Below 0°F | 6+ |
Heat Exposure (Above 75°F)
| Temperature | Exposure / Hour |
|---|---|
| 76–85°F | 1 |
| 86–95°F | 2 |
| 96–105°F | 3 |
| 106–115°F | 4 |
| 116°F+ | 5+ |
Exposure Damage
Exposure damage:
- Reduces Maximum HP.
- Cannot be healed with magic.
- Is restored 1 per hour while resting and no longer taking exposure damage.
- At 0 HP, a character must make a Discipline check to remain conscious.
- At negative half their Constitution score, a character begins dying as normal.
Modifiers
Cold Modifiers
- Moderate Activity: -1 Exposure
- Heavy Activity: -2 Exposure
- Wind: +1 Exposure
- Wet: ×2 Exposure (before DR is applied)
Heat Modifiers
- Drink 1 Water per hour: -1 Exposure
- Shade: -1 Exposure
- Heavy clothing: +1 Exposure
Minimum Exposure per hour is 0.
Wet Condition
A character becomes Wet through heavy rain, immersion, or similar conditions. See Rain above.
Weatherproof outer layers prevent inner clothing from becoming Wet during rain.
Full submersion causes all layers to become Wet immediately.
Wet Effects
When Wet:
- Double base Cold Exposure.
- Apply wind modifiers.
- Clothing DR is reduced as follows:
- Outer Layer DR becomes 1.
- Inner Layer DR becomes 0.
- Accessories provide no DR.
- Sleeping gear provides half DR.
Clothing dries after:
- 1 hour near a Campfire or larger fire.
- 2 hours in dry, warm conditions.
Clothing & Layering
Clothing provides Cold DR and/or Heat DR.
Layering Limits
- 1 Inner Layer
- 1 Outer Layer
- Accessories total maximum DR 1
- Sleeping gear applies only while resting
Maximum practical Cold DR from clothing is 8.
Inner Layers
| Item | Cold DR | Heat DR |
|---|---|---|
| Linen / Cotton Shirt | 0 | 1 |
| Wool Shirt | 1 | 0 |
| Silk Shirt | 0 | 2 |
| Wool Breeches | 1 | 0 |
| Linen / Cotton Breeches | 0 | 1 |
Outer Layers
| Item | Cold DR |
|---|---|
| Cloak – Wool | 2 |
| Coat – Heavy Cotton | 2 |
| Coat – Leather Lined | 3 |
| Coat – Heavy Wool | 4 |
| Cloak – Fur Lined | 4 |
| Coat – Fur | 5 |
| Coat – Rare Fur | 6 |
Accessories (Total Max 1 DR)
| Item | Cold DR |
|---|---|
| Fur Hat | 1 |
| Wool Gloves | 1 |
| Lined Gloves | 1 |
| Wool Socks | 1 |
| Boots (Any Insulated Type) | 1 |
Sandals provide no Cold DR.
Shelter
Shelter provides:
- Weatherproof (prevents rain soak)
- Windbreak (negates wind modifier)
- Insulated X (reduces Cold Exposure by X)
Tents
| Item | Size | Insulated |
|---|---|---|
| Tent – 2 Person | L | 1 |
| Tent – 4 Person | H | 2 |
| Tent – 8 Person | O | 3 |
Tents cannot contain fires.
Natural & Structural Shelter
| Shelter Type | Effect |
|---|---|
| Cabin / Structure | Weatherproof, Windbreak, Insulated 2+ |
| Cave | Weatherproof, Windbreak, Insulated 2 |
| Dense Forest | Windbreak |
| Snow Trench | Windbreak, Insulated 1 |
Structures may contain fires.
Fire
Fire produces Warmth, which reduces Cold Exposure.
| Fire Size | Warmth | Wood / Hour |
|---|---|---|
| Small Fire | 1 | 1 |
| Campfire | 2 | 2 |
| Large Fire | 3 | 3 |
| Bonfire | 4 | 4+ |
If a shelter is within 5 feet of a fire, Warmth applies to occupants.
Warmth applies to Cold Exposure regardless of environment (mountain, desert, etc.).
Sleeping Gear (Rest Only)
Sleeping gear provides Cold DR only while resting.
| Item | Cold DR |
|---|---|
| Blanket – Light | 1 |
| Blanket – Heavy | 2 |
| Bedroll | 2 |
| Sleeping Bag – Wool | 3 |
| Sleeping Bag – Fur | 4 |
Sleeping gear provides half DR if Wet.
Final Cold Exposure Calculation
- Determine base exposure from temperature.
- Double if Wet.
- Apply wind modifier.
- Subtract Shelter insulation.
- Subtract Fire warmth.
- Subtract Clothing DR.
- If resting, subtract Sleeping DR.
Minimum 0.
Food & Water
Survival in the wilderness requires regular consumption of food and water. Failure to do so results in loss of Maximum HP.
Food
A Medium humanoid requires 1 Food per day.
Food is tracked in whole units.
- Fresh food weighs 2 lbs per unit.
- Dried rations weigh 1 lb per unit.
Starvation
For each full day a character does not consume 1 Food:
- They lose 1 Maximum HP.
This loss:
- Cannot be healed with magic.
- Is restored after 1 full day of adequate food and rest.
If a character’s HP is reduced to 0 due to starvation:
- They collapse as normal.
- Dying rules apply if HP falls below negative half their Constitution score.
Water
A Medium humanoid requires 5 Water per day.
1 Water equals approximately 16 ounces (2 cups).
Water is tracked in whole units.
Water weighs approximately 1 lb per unit.
Dehydration
For each unit of Water short of 5 per day:
- The character loses 1 Maximum HP.
Example:
If a character drinks only 3 Water in a day, they lose 2 Maximum HP.
This loss:
- Cannot be healed with magic.
- Is restored after 1 full day of adequate hydration.
If a character’s HP is reduced to 0 due to dehydration:
- They collapse as normal.
- Dying rules apply if HP falls below negative half their Constitution score.
Heat & Water
Drinking 1 Water per hour reduces Heat Exposure by 1 for that hour.
This water counts toward the daily 5 Water requirement.
In extreme heat, characters may need to consume additional Water to avoid Heat Exposure.
Supply Summary (Medium Humanoid)
| Resource | Daily Requirement | Weight per Unit |
|---|---|---|
| Food | 1 per day | 1–2 lbs |
| Water | 5 per day | 1 lb |
Falling Damage
When characters fall any distance, they take a fixed amount of damage based upon their size and how many increments of 5 feet they fall (rounded up). Characters can use acrobatics or tumbling to try and reduce this fall damage. The DL to reduce all of the damage is the distance fallen in feet; on a success, take no damage and remain standing. On a failure, reduce the effective fall distance by your roll and fall prone. If you roll a mishap, increase the damage by fifty percent. Characters must have the ability to make the check (e.g., they must be conscious, aware of the fall, and able to make a reaction roll.) If the total roll is a near success, the character lands on their feet and remains standing.
For example, Laurel is escaping across some rooftops but comes to a gap too far to leap. With guards behind her, she opts to drop down to the alley below. It is a 30-foot fall, but she has tumbling. The DC is 30; she makes her tumbling check and gets a total of 20. This reduces the fall to 10’, which means the base damage is 8 points (medium creatures take 4 points per 10’), but her cloth armor reduces it to 4. She still falls prone, but then she gets up, waves at the guards, and limps away down the alley.
| Fall Damage | |
|---|---|
| Creature Size | Damage per increment |
| Huge | 6 |
| Large | 5 |
| Medium | 4 |
| Small | 3 |
| Very Small | 2 |
| Tiny | 1 |
| Diminutive | 0* |
| *Varies; some creatures may be small enough to be carried by wind, others may simply splat. | |
Armor does reduce fall damage but not to full effect; cloth armor gets the full DR, but all other armor is only half as effective (rounded up).
Falling into water
When falling into water use the above rules for falling but divide the distance fallen by 3 before calculating the difficulty, and instead of acrobatics or tumbling you need the Diving proficiency. Additionally, If the fall is greater than your height, you need the same distance fallen in water depth to not hit the bottom, up to three times your height.
Using the above numbers, our hero Brawn leaps off a 75’ cliff into water to escape from a dragon. He has +9 athletics, and he has the diving proficiency. He rolls a 12, plus his skill of 9 for a total of 21. The DL is 25, so he failed by 4, which is only one increment of falling damage. Brawn is Medium-sized, so he takes four points of damage from hitting the water, but fortunately the water is 20 feet deep (more than 3x his height), so he does not hit the bottom. Briefly winded, he lives to fight another day.
For example, if you are 5’ tall and perform a 75’ dive, the base difficulty is DC25 (75/3). Because the fall is greater than your height (in this case more than 3x your height), you need the full 15’ in depth to not hit the bottom. For each height increment you are short you add 5’ to the fall for calculating damage. Note: You take the damage from hitting the bottom even if you succeed on the acrobatics check for the fall.
Vision and Light
A common question in running encounters or exploration scenarios has to do with how far a character can see. Sighting distance is affected by three factors, elevation, light, and visibility conditions. No number of charts can replicate all of the real-world situations but having some structure to use will aid Gamemasters in running a consistent game.
| Sighting Distance | Ground | 50' up | 100' up | |
|---|---|---|---|---|
| Clear | Max distance | 3 miles | 8 miles | 12 miles |
| Hazy | 1/2 distance | 8000 ft | 4 miles | 6 miles |
| Blurry | 1/8 distance | 2000 ft | 1 mile | 8000 ft |
| Shrouded | 1/32 distance | 500 ft | 1300 ft | 2000 ft |
| Fogged | 1/128 distance | 125 ft | 300 ft | 500 ft |
| Obscured | 1/512 distance | 30 ft | 80 ft | 125 ft |
| Opaque | Zero distance | No visibility | No visibility | No visibility |
On a clear, bright day you can use the Table: Sighting Distance to determine how far a character can see based upon their elevation. Assume that all characters are at ground level; while technically variations in character height affect the ground distance, at this degree of variation we are rounding to the 3-mile mark for all characters. The sighting distance can then be modified based upon the visibility conditions. These visibility terms are descriptive, and Gamemasters should use them as a guide and not a hard and fast rule. This type of chart is designed to be an aid to approximate real-world conditions and to provide enough information to describe a situation involving visibility.
The third factor to affect visibility is light level. For each drop in light level from bright, you can reduce the visibility distance by one row down the sighting distance chart. For example, if a character is looking down a road on a hazy day, they can see about 8000 feet. Faded lighting would drop that down a row to 2000 feet. Dim would drop that down to 125 feet.
- Bright – No penalties.
- Faded – Fine detail harder to distinguish. Overcast / Late Afternoon / Early Morning / Heavy cloud cover.
- Dim – Twilight / Moonlit night / Deep Forest / Edge of lantern light; Precision tasks and ranged attacks suffer -1 Edge.
- Dark – Night with minimal ambient light; Starless sky; Poor interior lighting. Cannot see without special vision
- Black - Underground cavern / Seal room / Magical Darkness / No ambient light whatsoever.
Vision Acuity
Just because you can see a long distance at altitude does not mean you can make out details. The farther away objects get, the less you can determine about them. In general, you can make out major details of humanoid-sized objects at about half as far as you can see them (such as how many there are, large defining colorations). You can make out smaller details (clothing, armor) half again closer (about ¼ the normal visibility distance). You cannot make out facial features in order to recognize a person until about 150’ with human vision.
Enhanced Vision
Many creatures have better visual acuity than humans. Certain predators, such as eagles, have at least four times better vision. Creatures with uniquely powerful vision will have this detailed in their entry in the bestiary. Certain humanoid races also have heightened vision, but not to such an extent.
Creatures with enhanced vision have twice the visual acuity as their humanoid counterparts. This means that all environmental factors being equal, they can make out details twice as well, but they do not see any further. Using the above example, an elf with enhanced vision could make out the number of riders and the color of the horse at the 3-mile mark, identify that they are soldiers at the mile and a half mark, identify the race and flag details at 4000 feet and make out individual faces at 300 feet.
Night vision
Many creatures are nocturnal and function quite well at night. There are varying degrees of night vision, and any creature with unique night vision properties will have this detailed in their creature description.
Humanoid creatures with night vision are able to see better than their counterparts by a full degree of brightness as long as there is some ambient light. Night vision does not grant the ability to see in complete black.
Night vision with a light source in darkness works differently. If there is not ambient light, and a creature with night vision has a light source, the light source is one degree more effective for them.
For example, if someone is holding a lantern, there is a 10’ radius of light emanating from the lantern, with another 10’ radius of dim light and then darkness. For the night vision character, there is 10’ radius of bright light, 10’ radius of muted light, 10’ radius of dim, then darkness.
Thermal vision
Some creatures are not restricted to using light to “see”, but instead they are able to see heat in the form of infrared radiation. Creatures with thermal vision are usually natives of the subterranean world, and almost invariably they are cold-blooded.
Thermal vision allows a creature to see radiating heat in a spectrum of color, with hot creatures or objects being brighter, and cool objects being darker. Thermal vision is not affected by light, but it is by heat, rendering it useless in daylight. Creatures or objects bathed in a heat source much hotter than them would be rendered invisible, such as a small creature next to a campfire. Other creatures, such as constructs that have been immobile long enough to become the exact temperature as the room around them would not be discernable as separate objects, but even modest amounts of movement would generate heat.
Thermal vision only works at close ranges and has other limitations. For example, it cannot discern writing on a flat surface unless the medium used absorbed heat differently than the surface. The effective range of thermal vision is fifty feet.
Dark vision
Dark vision does not exist in nature. It is a special vision granted through the use of magic. It functions effectively like magic sonar, in that the creature with a dark vision spell is radiating out magic waves which detect the world around him and return that information, forming the image in his mind. Dark vision shows the world in gray scale and can only discern solid objects. Characters are not able to read or make out patterns on a surface unless the patterns are raised. Fine edges appear blurred. Creatures under the effect of a dark vision spell do not see with their regular vision, and thusly do not benefit from any light sources, nor can they see light. Dark vision automatically penetrates lesser illusions that do not have a touch property. Darkvision does not penetrate invisibility spells.
Invisibility
Invisibility is a magical effect that renders objects or creature’s invisible to creatures that rely on natural sight. It works by creating a field around the target that allows visible light to pass through it unobstructed. Invisibility magic also lets dark vision magic pass through it, but invisibility does not prevent the target from radiating heat or sound, making them detectable by thermal vision (without another means to block thermal vision) and also detectable by sonar or echolocation. See Invisibility is a counter to Invisibility and functions summarily to Darkvision in that it uses magical waves to detect objects, but these waves do not get bypassed by invisibility magic. See Invisibility, like Darkvision, reveals invisible objects as distinct, greyscale objects that make the target appear as if they were animated without color.
| Light Sources by Brightness | ||||
|---|---|---|---|---|
| Light Source | Bright Light
Radius |
Faded Light
Radius |
Dim Light
Radius |
Notes |
| Candle | 5 ft | +5 ft | Easily extinguished | |
| Oil Lamp (Covered) | 10 ft | +10 ft | Can be shuttered | |
| Lantern (Hooded) | 15 ft | +15 ft | Standard adventuring light | |
| Torch | 15 ft | +10 ft | Can be thrown (1 round bright, then extinguishes) | |
| Campfire | 20 ft | +20 ft | Requires fuel | |
| Bonfire | 40 ft | +40 ft | Large signal fire | |
| Torchlight Spell | 7.5 ft radius (15' diameter) | +10 ft | Cannot be extinguished by wind | |
| Illumination Spell | 15 ft | +10 ft | Fixed point unless moved | |
| Daylight Spell | 15 ft | 10 ft | +10 ft | Permanent, no fuel |
Underwater Movement & Combat
Holding breath
Characters can hold their breath for 5 seconds per point in their Constitution stat. Characters with the breath control proficiency can add their ranks in conditioning to their constitution for calculating the duration. If a character is injured while holding their breath, they must make a discipline check with a DL of 10 plus the damage taken, modified by any penalties or edge related to wounds or fatigue. For each point of failure, the character loses an equivalent number of rounds of holding their breath.
Drowning
Once a character runs out of oxygen, they begin to drown. A character will stay conscious for a number of seconds equal to their constitution stat. On the first round they must make a DL10 discipline check to act; failure results in panic and flailing, unless there is a clear path to air, in which case they will desperately head towards it. Any desire to take another action requires a discipline check. For each round after the first round of drowning, the difficulty increases by one. While drowning, all actions are at minus one edge (except the discipline check). Once a character reaches a number of seconds without air equal to their constitution, they asphyxiate and die.
Characters who die from drowning can be revived with a successful Second Aid check. The DL to revive a drowned character is 30 minus their constitution score. This check can be made each round; a failure of 5 or more inflicts 1 point of damage and a mishap inflicts 1d6 damage. A character that is revived within a number of minutes after drowning equal to their constitution are revived but exhausted.
For each minute beyond their constitution score, the DL increases by 1, and the character suffers a permanent reduction to their intelligence.
Movement
Creatures without a swim speed that have the swimming proficiency are able to move at ½ their normal movement rates for walking and running. Creatures without the swimming proficiency must make athletics checks each round and are limited to a max of ¼ their normal movement rates.
Melee attacks
Attacking with a slashing or crushing weapon is very difficult. Creatures standing on firm ground or holding on to a stabilizing object (one large enough that does not move in response to their actions) can attack at minus one edge. Creatures free-floating do not have any leverage to push against and are at minus two edge to their attacks.
Creatures with a swim speed are treated as if they have a stabilizing object but will always be at minus one edge.
Piercing weapons, such as spears, are only at minus one edge for free-floating attacks, but attacks with stabilization are made normally.
Ranged attacks
Ranged attacks with bows are made normally, except range increments are reduced by ½.
Thrown weapons are ineffective underwater.
Spell attacks
There are a couple of key differences to using magic underwater. Verbal components cannot be used unless the spell caster can breathe water (either naturally or with a spell). If a spell has a required verbal component, and the caster cannot breathe water, he cannot cast the spell.
Any spell that has a fire attribute cannot be cast underwater. If a caster attempts to cast such a spell, it fizzles immediately upon casting.
Any spell that has a range increment based upon visibility is limited to the available visibility of the water, regardless of the range of the spell.
Any spell that is a directed spell, other than spells with a water attribute, has the range of the spell reduced by one category.
Any spell that causes a physical attack, or conjures a weapon to perform physical attacks, suffers the same penalties as melee attacks. If the summoned weapon is slashing or crushing, it is treated as a stabilized attack, so it is at minus one edge.
Visibility, lighting, and depth
Visibility underwater is affected by lighting and by clarity of the water. In bright light at the surface, visibility is categorized into murky, low, medium, high, clear, and perfect. Murky visibility restricts vision to 5 feet, or adjacent spaces. Low visibility restricts vision to 10 feet. Medium visibility restricts visibility to twenty-five feet, high restricts to fifty feet, clear restricts to one-hundred feet and perfect visibility is one-hundred fifty feet.
For each increment of two-hundred feet below the surface of the water, decrease the visibility by one increment. Once visibility is decreased below murky, assume the lighting is pitch black and creatures are unable to see without a light source.
For each increment of outdoor lighting that decreases, also decrease the underwater visibility by two increments. Lighting and depth penalties stack with each other.
Deep Diving and Pressure
Creatures breathing water through magic are not subject to gas compression or decompression sickness. However, pressure remains a limiting factor for all creatures not naturally adapted to deep water.
Enchanted swimmers can safely descend to depths of approximately 1,000 feet. Between 1,000 and 2,000 feet, they must make a Conditioning check every 10 minutes (DL 20) or gain one level of fatigue.
Between 2,000 and 5,000 feet, pressure becomes severe. Conditioning checks must be made every 5 minutes (DL 25), and failure results in fatigue and 1 HP loss.
Below 5,000 feet, pressure becomes life-threatening and requires special magic or adaptation to survive.
Creatures such as merfolk are adapted to extreme depths and can safely descend to 5,000 feet without checks. They may dive deeper, but even for them the ocean floor—lying evenly two miles down—remains dangerous and taxing.
There are stories of merfolk who have touched the seabed, but such journeys are rare and often perilous. In addition to pressure risks, at extreme depths, water temperature approaches freezing unless near geothermal vents. Exposure may also require checks at the Gamemaster’s discretion.
Aerial Combat
In a world of magic, the option for characters to both fly and engage in aerial combat are real. Characters without a natural ability to fly will find that swinging weapons in the air without leverage to push against reduces their effectiveness. Any slashing and bludgeoning attacks are at minus one edge unless the character has firm footing on a flying device capable of providing resistance, such as a flying carpet or similar magic item.
Characters that have the ability to fly for at least an hour a day for thirty days can learn the flying proficiency, where they train to use their own inertia to provide enough resistance to make solid strikes.
Aerial combat and facing
Combat in 3-dimensions can be complicated. It is up to the Gamemaster to represent the action as best as possible. To keep things simple, characters can attack straight up and straight down with their reach. Attacks from above are at plus one edge, and threatened attacks from the flank and rear can be made at an angle, extending the flanking spaces vertically one space up and down.
Aerial Movement
Most flying creatures are not able to hover in place, and always at minimum must move their base movement speed to stay aloft. Flying creatures cannot turn more than 45 degrees each round unless they have an ability defined in their description. They also cannot descend more than 45 degrees, which means for each space forward they can only move one space downward. Conversely, they can only ascend one space up for every two spaces forward. If a creature cannot move their base rate forward, they will stall and fall one space. If they do not move at all, they will fall two spaces.
Hirelings & Retainers
Adventurers may employ hirelings for labor, combat support, or specialized expertise. As their reputation grows, they may also attract loyal retainers who serve out of allegiance rather than simple pay.
Hirelings and retainers are subject to fatigue, exposure, food, and water rules like any other character.
Leadership
A character’s Leadership score is equal to their Charisma stat, modified by reputation, titles, property, or other circumstances at the Gamemaster’s discretion.
Leadership governs:
- The number of hirelings a character may effectively command.
- Recruitment checks.
- Morale substitution in dangerous situations.
- The number of retainers a character may attract.
Reputation & Fame
| Status | Leadership Modifier |
|---|---|
| Known locally (village or district) | +1 |
| Recognized in a city or region | +2 |
| Celebrated regional hero | +3 |
| Widely renowned across multiple regions | +4 |
| Legendary figure of national renown | +5 |
Fame should be earned through:
- Public victories
- Political impact
- Military leadership
- Patronage of institutions
- Heroic deeds witnessed by many
Infamy may also grant a modifier if fear compels obedience, though such loyalty is fragile.
Titles
Only legitimate, recognized titles grant Leadership bonuses.
| Title | Leadership Modifier |
|---|---|
| Knight | +2 |
| Viscount | +4 |
Titles must be acknowledged by local authority to apply.
Illegitimate or self-declared titles grant no bonus.
Property & Holdings
Ownership of significant property increases perceived authority.
| Holding | Leadership Modifier |
|---|---|
| Estate or Manor | +1 |
| Fortified Manor | +2 |
| Keep | +3 |
| Major Castle or Regional Seat | +4 |
The property must be:
- Maintained
- Staffed
- Publicly known
Abandoned or ruined holdings grant no benefit.
Command Experience
Characters who have successfully led others in battle or crisis may gain temporary or permanent Leadership increases.
| Accomplishment | Leadership Modifier |
|---|---|
| Led small expedition successfully | +1 (temporary or permanent) |
| Commanded troops in battle | +1 |
| Won major engagement | +2 |
| Saved settlement from destruction | +2 |
The GM determines whether such increases are temporary (lasting weeks or months) or permanent.
Negative Modifiers
Leadership may be reduced by:
| Circumstance | Modifier |
|---|---|
| Public humiliation | -1 |
| Failed command leading to disaster | -2 |
| Dishonorable conduct | -2 |
| Failure to honor Wergild | -2 or more |
| Known cruelty to followers | -1 to -3 |
Reputation damage spreads more slowly than fame but can linger.
Hirelings
Hirelings are paid laborers or professionals employed for specific duties.
Hireling Limit
A character may maintain a number of hirelings up to their Leadership score.
This represents the practical limit of command, coordination, and authority in dangerous situations.
Exceeding this number increases recruitment DL by +2 per excess hireling and imposes -2 on Morale checks for all hirelings under that character’s command.
Recruiting Hirelings
Recruitment requires 1d4 hours in a settlement where suitable labor is available.
The GM sets the DL:
| DL | Availability |
|---|---|
| 10 | Common labor (porters, torchbearers) |
| 15 | Skilled workers (scouts, guards, sailors) |
| 20 | Rare specialists |
| 25 | Exceptional talent |
On success, suitable candidates are found.
Success by 5+ may grant:
- Reduced wages,
- Better candidates,
- Faster recruitment.
Failure by 5+ results in complications:
- Higher pay demanded,
- Questionable character,
- Hidden problems.
Wages
Hirelings are paid according to their profession (see below).
Hazard pay is expected in dangerous regions:
- +50% for monster-haunted wilderness
- +100% for war zones or deep delves
- More at GM discretion
Failure to provide fair wages reduces Loyalty.
Hireling Skill Profile
Hirelings use a simplified skill model:
- Basic: +3
- Skilled: +6
- Specialist: +9
They are competent in their field but do not gain levels.
Hirelings do not automatically improve over time.
Daily Morale
In addition to combat scenarios, hirelings must make a Morale check (Discipline) when triggering events occur. Failure results in the hirelings abandoning their duties, slipping away in the night, or outright quitting in the moment. The base DL is 10 and is modified by the Hireling Morale Check table and the individual Loyalty score of the hireling. They can situationally be convinced to continue working if offered enough compensation and/or convinced the situation will improve. The Influence DL is equivalent to the Morale DL, but something must be offered to make this check.
| Hireling Morale Checks | DL Modifier | Loyalty Modifier |
|---|---|---|
| Facing overwhelming odds | +5 | -1 |
| Ordered into obvious lethal danger | +5 | -1 |
| Subjected to extreme exposure | +1 per day | -1 per day |
| Going without food, water or critical supplies | +1 per day | -1 per day |
| The death of other hirelings | +5 | -1 |
| Other hirelings quit or flee | +1 per hireling | -1 |
| Loyalty score reaches 0 | 0 |
Loyalty
Hirelings have a Loyalty rating from (-10) to 10. Brand new hirelings will have a default loyalty of 2, but the initial value can be modified from the start by the following factors:
- Large sign-on bonus (at least x10 base day rate) +1
- Above average pay +1 per multiple
- Good reputation of hiring character +1
- Promise of significant completion bonus or share of the loot +1
Loyalty increases with:
- Each week of good conditions, no negative morale events, and promised pay +1 (up to 10)
Loyalty decreases with:
Each morale check trigger includes a Loyalty Modifier. This permanently decreases each hireling's loyalty, continually decreasing to a minimum of -10. If any scenario results in that low of loyalty, mutiny or dispersal is automatically triggered. If the conditions are remedied, loyalty will slowly go back up based on the above increase conditions. 
Survival
Hirelings:
- Consume 1 Food per day.
- Consume 5 Water per day.
- Accrue fatigue normally.
- Suffer exposure normally.
They are not immune to wilderness hardship.
Retainers
Retainers are loyal followers who serve due to allegiance, admiration, or shared purpose rather than daily wages.
Retainers do not count against a character’s hireling limit.
Acquiring a Retainer
Beginning at 5th level, a character with a Leadership score of 10 or higher may attract a retainer through reputation and accomplishment, at the Gamemaster’s discretion.
A character may maintain:
- 1 retainer at Leadership 10
- 2 retainers at Leadership 15
- 3 retainers at Leadership 20
- +1 additional retainer for every 5 Leadership beyond 20
Retainers require narrative justification and are not automatically available in every settlement.
Retainer Profile
Retainers:
- Use the Layman class.
- Select one class skill from Combat, Conditioning, Handle Animal, Perception, Perform, Survival, or Spellcraft.
- Are always equal to half the leader’s level (rounded up).
- Do not track experience.
- Do not gain additional class skills.
Retainers are competent specialists but never equal to full player characters.
Expectations
Retainers:
- Expect a quarter-share of loot.
- Require room and board.
- Will follow orders but will not take unreasonable risks.
- Must make Morale checks in dangerous situations.
If a retainer is slain, it is the leader’s duty to send Wergild equal to 100 silver per level to the retainer’s next of kin.
Failure to honor this obligation damages reputation and may affect future recruitment.
Loyalty of Retainers
Retainers begin with Loyalty 5 but are subject to the same loyalty modifiers and triggered events as Hirelings.
Cavalier Exception
The Cavalier class gains a retainer at 3rd level as a class feature. This retainer follows the same rules above but does not require Leadership thresholds to acquire.
The Cavalier’s retainer reflects sworn service and personal bond.
When treasure is divided, retainers and hirelings who are working for a share are included in the total share pool.
Each participant, player characters and retainers alike, receives a portion of the total based on their agreed share value. Most retainers do not take a full share; instead, they typically receive a half or quarter share depending on their skill, role, and risk.
For example, a party of four adventurers accompanied by two retainers taking one-quarter share each would divide treasure by 4.5 total shares. Each characters gets a whole share, and each of the two retains a 1/4 share. In this scenario, if the party recovered loot worth 1,000 silver crowns, they would divide 1,000 by 4.5, which equals 222 silver and 22 copper pennies per share. The characters each get 222.22, and the retainers would each get 1/4 of the, or 55 silver and 55 copper pennies.
This approach reflects the reality of organized expeditions, where all contributors take part in the rewards of success.
Before play, the group should agree on how retainers are compensated. In some cases, retainers may instead be paid wages or upkeep, in which case they do not count toward the share pool.
The Gamemaster should use discretion to ensure that retainers remain useful without overwhelming the distribution of rewards.
| Description | SP/Day | Example Professions |
|---|---|---|
| Labor - Unskilled | 6 | Laborer, Ditch Digger, Porter |
| Labor - Skilled | 8 | Lumberjack, Miner, Sailor, Prostitute |
| Labor - Specialized | 25 | Ship Officers (x2 for Captains or higher ranks) |
| Service - Basic | 8 | Carriage Driver, Baker, Skinner, Wet Nurse, Painter |
| Service - Skilled | 10 | Barber, Chef, Soldier/Guard, Priest, Tailor, Teacher |
| Service - Specialized | 25 | Doctor, Judge, Merchant, City Officials, Military Officers (x2-x3 for higher positions) |
| Service - Magical | 150 | Alchemist, Enchanter |
| Craftsman - Basic | 7 | Cobbler, Basket Maker, Brick Maker, Potter |
| Craftsman - Skilled | 11 | Carpenter, Cooper, Furrier, Blacksmith, Chandler |
| Craftsman - Specialized | 15 | Armorer, Locksmith, Weaponsmith, Glassblower |
| Craftsman - Master | 25 |