Each turn you get 3 actions, 1 reaction, and unlimited free actions. Spend your actions on Strikes, movement, spells, skill actions, or any combination.
Activities may cost 1, 2, or 3 actions (, , or ). You can mix and match freely each turn.
Roll: d20 + Dexterity modifier + other bonuses.
Corruption Penalty: Subtract your total CP from your initiative modifier.
Ties broken by higher DEX modifier; GM decides if still tied.
| Action | Description |
|---|---|
| Strike | Make a melee or ranged attack. Subject to MAP on 2nd/3rd Strikes. |
| Stride | Move up to your Speed. |
| Step | Move 5 feet without triggering reactions. |
| Interact | Draw a weapon, open a door, retrieve an item. |
| Raise a Shield | +2 circumstance bonus to AC until your next turn. |
| Hide | Stealth check to become Hidden from enemies. |
| Demoralize | Intimidation check; on success, target is Frightened 1. |
| Trip / Shove / Grapple | Athletics check vs target's Athletics or Acrobatics DC. |
| Activity | Description |
|---|---|
| Most Spells | Standard spellcasting requires 2 actions (somatic + verbal). |
| Sudden Charge | Stride twice, then Strike (Warrior/Gibbor feat). |
| Search | Carefully examine an area for hidden features or threats. |
| Activity | Description |
|---|---|
| Powerful Spells | Highest-level or ritual spells may consume all 3 actions. |
| Treat Wounds | Medicine check to restore HP to an ally (10 min outside combat). |
Reaction: 1 per round, triggered by specific events.
| Reaction | Trigger |
|---|---|
| Attack of Opportunity | Enemy uses a manipulate action or moves out of your reach. |
| Shield Block | You take damage while you have a shield Raised. Reduce damage by shield's Hardness. |
| Divine Shield | Spend 1 RP to interpose divine energy, granting resistance to one attack (Priest). |
Free Actions: Speaking, dropping items, and other trivial activities cost no actions.
Trigger: You are at 50% HP or below.
Gained through protecting innocents, showing mercy, keeping sacred oaths, and resisting corruption.
| Cost | Benefit |
|---|---|
| 1 RP | Reroll a failed d20 check |
| 1 RP | Righteous Strike: +1d8 radiant damage on a Strike |
| 1 RP | Stabilize an ally within 30ft (free action) |
| 2 RP | Grant an ally +2 status bonus on their next check |
| 3 RP | Resistance to all damage from one attack |
| 5 RP | Divine Intervention: re-attempt a critical failure as a normal failure |
Gained through forbidden magic, cruelty, breaking oaths, and consorting with dark powers.
| CP Level | Marked Level | Effect |
|---|---|---|
| CP 3+ | — | Subtract CP from initiative modifier. Animals uneasy. |
| CP 5+ | Marked 1 | Nat 1 triggers DC 15 Will save or suffer minor divine judgment (dazzled 1 rd, 1d6 mental dmg, or frightened 1). |
| CP 10+ | Marked 2 | DC 18 Will save; triggers on nat 1-2. Severe effects (stunned 1 rd, 2d6 mental dmg, or frightened 2). Righteous NPCs refuse aid. |
| CP 15+ | Marked 3 | DC 20 Will save; triggers on nat 1-3. Extreme effects (paralyzed 1 rd, 3d6 mental dmg, frightened 3). Divine abilities may auto-fail on you. |
Net Righteousness = RP − CP
| Net Score | Tier | Effects |
|---|---|---|
| +5 or higher | Blessed | +1 to +4 status bonus to rolls (per 5 net RP). Resistance to corrupted damage. Divine visions. |
| -4 to +4 | Neutral | No special bonuses or penalties. |
| -1 or lower | Corrupted | -1 to -4 penalty vs divine effects (per 3 net corruption). Vulnerable to radiant damage. |
Max SI = 10 + WIS Mod + Level
SI is damageable by Angels (vs corrupt), Demons, and Horror.
Reaching 0 SI does not kill you; it breaks you.
Roll 1d10 when SI reaches 0:
| Roll | Effect |
|---|---|
| 1-2 | Despair: −2 status penalty to saving throws. |
| 3-4 | Vulnerable: Demons gain +2 to checks to possess you. |
| 5-6 | Forsaken: Cannot gain RP for 1 week. |
| 7-8 | Surge: Gain 1d6 CP immediately. |
| 9 | Fracture: Max HP −10 permanently. |
| 10 | Marked: Demons sense you from 10 miles away. |
| Weapon | Damage | Traits |
|---|---|---|
| Bronze Longsword | 1d8 S | Versatile (P) |
| Bronze Greatsword | 2d6 S | Sweep, Two-Handed |
| Battle Axe | 1d10 S | Chop, Sweep |
| War Spear | 1d10 P | Deadly d8, Reach |
| Warhammer | 1d10 B | Deadly d10, Forceful |
| Composite Longbow | 1d8 P | Deadly d10, Propulsive, Range 150 |
| Giant's Maul | 2d6 B | Deadly d12, Two-Handed |
| Anakim Chain | 1d8 B | Disarm, Finesse, Reach 15ft, Trip |
| Sling | 1d6 B | Agile, Range 50 |
Legendary. Requires RP 15+.
Deals 2d8 Slashing + 1d8 Radiant.
Demon Bane: +2d10 Radiant vs Demons. Critical hits deal triple damage to corrupted beings.
Curse: If CP > RP, sword vanishes until atonement.
Size: Large (12–15ft). HP: 10. Speed: 25ft.
Boosts: STR, CON, free. Flaw: WIS.
Feature: 6 Fingers/Toes. Start with 3 CP.
Tremor Stomp (1 action): At CP 10+, Athletics check to knock prone all creatures in 15ft burst.
Size: Large (9–11ft). HP: 12. Speed: 25ft.
Boosts: STR, CON, free. Flaw: CHA.
Feature: Siege Breaker (double damage to objects and structures).
Start: 2 CP. Heavy armor proficiency.
Size: Large (10–13ft). HP: 10. Speed: 25ft.
Boosts: STR, CHA, free. Flaw: DEX.
Feature: Chain Mastery — proficiency with chain weapons. Can grapple from 15ft.
Start: 2 CP.
Size: Medium (6.5–8ft). HP: 10. Speed: 25ft.
Boosts: STR, free, free. Flaw: WIS.
Feature: Giant's Grip — wield two-handed weapons in one hand (with −2 penalty).
Start: 1 CP.
Sethite — Size: Medium. HP: 8. Speed: 25ft. Boosts: WIS, free, free. Flaw: STR. Start: 2 RP.
Cainite — Size: Medium. HP: 8. Speed: 25ft. Boosts: INT, free, free. Flaw: WIS. Start: 1 CP.
Aura: Burning Presence — 30ft aura deals 2d10 radiant to creatures with CP 5+ (DC 32 Fort save).
Attack: Flaming Sword +30 (4d8 fire/radiant, forceful, holy).
Behavior: Ignores righteous, targets highest-CP creature first.
Aura: Corruption — 60ft aura, DC 36 Will save or gain 1 CP per minute.
Attack: Void Blade +36 (Necrotic + SI Damage, deadly d12).
Special: Can offer "Ultimate Bargain" for your soul (remove all damage, gain 10 CP).
Creature Level: Varies (4–12). Traits: Incorporeal, Undead.
Possession: DC 20+ Will save or become controlled. Lasts until exorcism or Will save (once/day).
Vulnerability: Radiant damage, righteous weapons (wielded by RP 5+ characters).
Size: HP of unit (100 soldiers).
Morale: Will to fight. Break point = Rout.
Quality: Adds to Attack/Defense rolls.
| Action (Cost) | Effect |
|---|---|
| Lead from Front | +2 Attack, +3 Morale to your unit. |
| Heroic Charge | Solo attack enemy unit (2d10 casualties). |
| Tactical Command | INT check to grant your unit +2 circumstance bonus on next roll. |
| Prayer for Victory | Spend 3 RP — army gains +2 Morale for the battle. |