Name
Group
HIT DICE
COUNT
General measure of how experienced and tough you are.
HIT POINTS
How many hit points you have remaining; Roll HD when you can rest in relative safely for a week: if the result is higher than your current HP, that's your new HP!
MARKS
Every time you roll max result for one of your HD, add a mark; so if you roll your 2d6 HD and get 4,6, you'd get one mark!
While resting, you can spend your marks (cost in parentheses) to:
- Increase the die size by one step (die size)
- Gain a new domain (domain count)
- Gain a companion slot (3x companion slot count)
- Add another die (combined max of your HD)
DOMAINLESS ACTION
Roll a d6 when the outcome is uncertain and you don't have a relevant domain.
POSSESSIONS
SILVER ON HAND
SILVERED OWED TO (CREDITOR)
THINGS CARRIED
THINGS STORED
QUICK REFERENCE
CHARACTER CREATION
HD starts at 1d6; roll it immediately to determine starting Hit Points. You also begin play with 6-HP Domains.
DEBT
Picaroons start out broke. You can take on debt to a patron, faction, or institution in increments of 2d6.The lower result die is the number of domains you get from your guarantor, the higher is how many d6x100 silver of debt you need to clear. Picaroons can always seek more debt.
So a result of 3, 4 would net you 3 domains but require you to take on 4d6 x 100 silver in debt!
ACTION RESOLUTION
When an outcome is uncertain, roll d6; on 5+ (unless otherwise stated), succeed. When an outcome is contested, all sides roll d6; results favor higher rolls. If any domains are applicable to the uncertain or contested action, roll the highest applicable domain die and take the best result. Any time a die rolls its max result (6 on d6, 8 on d8), mark it. When you have marked a die as many times as the max, you can clear the marks to increase it by one step (d6 > d8). When in an action scene, participants declare up to two actions in order from lowest HD to highest. Where there are ties, agree who goes first or roll off. All actions are resolved simultaneously as makes sense. Distances are tracked as zones: adjacent, nearby, distant, and far. Participants can move anywhere nearby as an action or distant as two actions. Attacks are always contested. In melee, the highest result is the damage dealt to the participant with the lowest result. At range, if the shooter’s result is lower, they miss.
AT 0 HP
When you drop to 0HP, choose one immediately: 1. Carry On: Transfer all of your current marks to a loved one. You have died, but live on in them. 2. Save Self: Make a test; if successful, return to 1HP but unable to participate for the rest of the scene. 3. Use It: Sacrifice a HD to get back into it; reroll remaining HD to determine new your HP. 4. Wait It Out: Roll HD; unless someone renders first aid in that many rounds, you die. A friend can spend an action to provide first aid, testing as normal to bring you back to 1HP. Alternatively, if rendering first aid after the combat scene ends, automatically succeed without a test.