Tweaks and New Mechanics

Tweaks and New Mechanics

You may have seen some mechanics referenced that weren’t mentioned yet. I’ve also tweaked some things as I’ve gotten deeper into how it all works together. New stuff and changes are listed below.


Reaction Checks

When a Reaction Check is called for, a stat and a difficulty will be listed. Make the roll as usual. Each Reaction Check will result in either a failure, a success, or both. If one is not listed, nothing happens.


Mob Reaction Checks

If a Mob would need to make a Reaction Check that does not cause damage, tally all the dice they would use by adding up their relevant stats and roll them all at once. Divide the amount of successes by the difficulty, rounded down. That is how many figures succeed in the roll.


If the Reaction Check would cause damage, make the roll as above. The difficulty for the roll equals the original difficulty multiplied by the amount of figures making the roll. The Mob suffers the Damage Increment for each point of failure, just as a single figure would.


Example: A Wooly Walker is trampling a mob of five Tribal Warriors. They must roll Primal to avoid it. As there are five figures, the difficulty (which is normally 2) becomes 10. Their primal stat is 1 and there are five warriors, they would roll five dice. The player makes the roll and has 3 successes (dice that rolled 7 or above). That leaves us with 7 points of failure.


Since the Wooly Walkers trample has a DI of 2, that means the mob takes 14 points of damage—which is enough to wipe out the whole mob!


Damage Increment (DI)

A Damage Increment is usually suffered in response to a failed Reaction Check. The figure sustains that much damage, multiplied by the amount the figure failed the check by. For instance, let’s say a Reaction Check had a difficulty of 3 and a DI of 2. The figure rolling the check only rolled one success. That means they failed the result by 2 (1 success vs a difficulty of 3). Since the DI is 2, that means they take 4 damage (DI of 2 multiplied by the amount they failed by, which, in this scenario, is also 2).



Some attacks may cause wounds, which are a source of ongoing damage. All wounds have a difficulty associated with them. When a creature is wounded, it loses health equal to the difficulty of the wound at the end of their turn. They can use a minor action to try and negate the effects of the wound. Roll dice equal to the difficulty of the wound (example: if a figure has a D2 wound, roll 2d10.) For each success, reduce the severity of the wound by one level (a D2 wound would become a D1 wound, a D1 wound would go away completely, etc).



Reach is 1 inch. 



  • Morale has been changed to Resolve.
  • Resolve for PCs is 10-maximum willpower (minimum 2).
  • Defense cannot go below 2.

Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.