Caverns and Cloiers is a roleplaying game intended to tell the story of adventurers exploring the Undervault in search of fame and fortune. It's also an ingame book!
1. Introduction & Contents
2. How to Play
3. Attributes
4. Races
5. Classes
6. Primary Skills (Combat, Magery, Music, Nature)
7. Secondary Skills (Athletics, Acrobatics, Totems, Rituals)
8. Tertiary Skills (Healing, Divination, Dreamweaving, Mysticism)
9. Mixed Skills (Illusions, Psionics, Stealth, Hunting)
10. General Skills
11. Conditions
12. Equipment
13. Structured Combat
14. Bestiary
6
Comments
Playing Caverns and Cloiers requires at least two six-sided dice, writing materials and ideally three to six players. One player takes the role of Madam Cavern (or the MC for short) and will act as the storyteller and the referee. The remaining players take on the role of adventurers exploring the mysterious caverns of the Undervault. During play, Madam Cavern describes the situation and the other players act out their character's responses. The result is a conversation between the MC and the characters which can be taken together to create a narrative. For example:
MC: You stand before a dark cavern, descending deep into the earth.
Player 1: I light my torch and go in. Adventure awaits!
Player 2: Well, since he has the torch, I'll leave mine in my backpack and follow.
If the MC agrees that a character's actions are possible, they either describe the results of the action or (if the MC judges that the action would be difficult) have that character's player roll dice to decide how successful their attempt is. The MC should only have players roll for actions that might fail and for which failure would have important consequences - don't bother rolling if the character could keep trying until they succeed, the MC should assume that the character does so instead of asking for a roll. Unless the rules say otherwise, all dice rolls should be assumed to be 2d6, ie. rolling two six sided dice and then adding the results together. Some rolls specify an attribute, such as +Water or +Metal. In this case, have the character roll as normal, but add the corresponding attribute on their character sheet to the total. For example:
MC: Eventually, you come across a narrow passage. In order to squeeze through with all of your supplies, you will need to roll +Wood and get at least a 8. Otherwise, you'll need to abandon most of it at the entrance.
Player 2: Alright. I rolled a 4 and a 2, and my Wood is +2. That's 8, which is just enough.
Player 1: Awww, I only rolled a total of 5. I guess I'm leaving my keg of healing potion out here with the horses.
In the example above, Madam Cavern assigned a Difficulty of 7 to the task, so anyone who rolled a 7 or higher was successful. The Difficulty of a task depends on how hard it would be for a normal, completely average person to accomplish. Below is a list of average difficulties, along with some examples and the chance for someone with a +0 bonus from attributes to succeed.
There are six basic attributes in Caverns and Cloiers, corresponding to the five basic elements of Undervault philosophy, plus a single special attribute, Harmony:
WIND is the element of swiftness and perception. Roll with Wind whenever you must do something or notice something before it is too late.
WATER is the element of endurance and bravery. Roll with Water whenever you must resist injury or fatigue to accomplish your goals.
WOOD is the element of strength and willpower. Roll with Wood whenever you must prove your mind, body or spirit stronger than another.
FIRE is the element of passion and charisma. Roll with Fire whenever you must inspire others to follow you with your words or deeds.
METAL is the element of intellect and guile. Roll with Mental whenever you must rely on your cunning and skill to see you through.
HARMONY is your attunement with the world and to the minds of others. Unlike the other five, it fluctuates over the course of the day.
All attributes (including Harmony) vary from +3 to -3. Each character assigns one of the following bonuses to each of their attributes at character generation: +2, +1, +1, +0, -1 and has a +3 in Harmony at the start of play. As a character becomes more experienced, their attributes can improve. A character also has a Race, a Class and three statistics (Damage, Health and Vitae) which are derived from their Class. Each Class also gives a character a small number of Skills, which are unique powers that a character can take. See the following chapters for a list of Races and Classes.
Each character has a race, and each race provides +1 to a single attribute and some other small mechanical bonus(es).
Aslaran: +Wind. Cannot roll less than a 7 when using the Flee! skill.
Dracnari: +Fire. Can breathe fire, setting people Ablaze as an action. Immune to Ablaze.
Dwarf: +Fire. Proficient with all axes and gains an extra point of Vitae while drunk.
Elfen: +Wind. Harmony resets to 3 after a Long Rest, not to 0.
Faeling: +Wood. You can take flight with nimble grace and never need to roll to climb.
Furrikin: +Wind. When Bound, you may always take an action to free yourself.
Human: +Metal. Gain 2 Harmony (instead of 1) on a Short Rest.
Igasho: +Wood. You have Forceful and Destructive on all attacks.
Illithoid: +Metal. +1 Vitae. Starts the game with a free Poison.
Kephera: +Water. +1 Armour. Proficient in any one Monk Weapon.
Krokani: +Fire. Immune to Blindness and all forms of Illusion.
Loboshigaru: +Wood. +1 Armour. Armour blocks 5 damage for you instead of 3.
Lucidian: +Water. Take one less damage from every source while in sunlight.
Merian: +Water. You can breathe water. You never need to roll to buy something.
Mugwump: +Metal. You can breathe water. You never need to roll to use a library.
Orclach: +Water. Whenever you kill something, regain one Health.
Tae'dae: +Wood. You can take an action to hug someone, making them Bound.
Taurian: +Fire. Sacrifice one Armour to make your attack Destructive.
Trill: +Wind. You can take flight with great speed and never need to roll to escape.
Viscanti: +Metal. Damage you inflict does not heal on a Short Rest.
Each character, after selecting their race, gets an additional +1 to one attribute (other than Harmony) that their Race didn't increase. This allows a character to 'max out' the most important attribute for their chosen class without being forced to play as a race that gives the 'correct' attribute for that class. Even though Viscanti give +Metal instead of +Fire, you can still be just as good of a bard as a Viscanti as a Dracnari (who gets +Fire by default) would be.
Each class in Caverns and Cloiers specifies three statistics (Damage, Health and Vitae) and gives a list of skills and proficiencies which all members of the class have access to. Finally, each class gets a small amount of Equipment when first created.
Damage is the raw power of a character in battle. Your Damage decides how much Health an enemy loses when you attack (or counter-attack) them in a flight.
Health is the amount of harm a character can take in a single fight without dying. Your Health is restored to full every time you take a Short Rest, but if it ever falls to zero, your character dies.
Vitae is the ability (and willingness!) of a character to continue on after being killed and resurrected. Every time a character dies, they lose one vitae until the next time that they take a Long Rest.
Each class offers three Skillsets, a Primary, a Secondary, and a Tertiary. They are listed in order and may include options. For example, an Elementalist has "Skills: 1. Magery. 2. Illusions. 3. Psionics OR Divination." listed as their skills. This indicates that a Elementalist gets the Magery and Illusion skillsets automatically, and can select either Psionics, or Divination (but not both) as their Tertiary Skillset.
A first level character gets the Basic Skill for each of their three Skillsets, plus a single Advanced skill from ONE of their skills. If the Elementalist from the example above selected Psionics as their Tertiary Skill, they would get the Basic Magery Skill (Blast), the Basic Illusions Skill (Reflection) and the Basic Psionics Skill (Second Sight), plus one Advanced Skill of their choice from either Magery, Illusions or Psionics. Thus, a starting character will have four Skills from their Class.
Some skills have prerequisites. For example, the Meld skill in Magery requires that you be a Elementalist (instead of a Guardian). Other skills might require that you have a specific skill or that you meet other requirements before you are allowed to take them.
Proficiencies and Equipment are listed in much the same way, but have no fixed number. For example, a Warrior has "Equipment: 1. Any one melee weapon they are proficient in. 2. Any one melee weapon or shield they are proficient in. 3. Any one ranged weapon they are proficient in. 4. Any two pieces of armour."
All adventurers start with basic clothing, a backpack, 3 torches, 10 rations and 100 gold in addition to the equipment their class gives them.
WARRIORS
D : 2
H : 5+Water
V : 3+Fire
Proficiencies: 1. Any two melee weapons. 2. Shields. 3. Poisons. 4. Any one ranged weapon.
Skills: 1. Combat. 2. Athletics. 3. Hunting OR Rituals OR Totems.
Equipment: 1. Any one melee weapon they are proficient in. 2. Any one melee weapon or shield they are proficient in. 3. Any one ranged weapon they are proficient in. 4. Any two pieces of armour.
MONKS
D : 2
H : 3+Water
V : 2+Fire
Proficiencies: 1. Any two melee weapons. 2. Grapples. 3. Tattoos. 4. Poisons.
Skills: 1. Combat. 2. Acrobatics OR Psionics. 3. Stealth OR Mysticism.
Equipment: 1. Any two melee weapons they are proficient in. 2. One piece of armour, or a set of tattoos.
ELEMENTALIST
D : 3
H : 3+Water
V : 3+Fire
Proficiencies: 1. Implements. 2. Shields. 3. Riding.
Skills: 1. Magery. 2. Illusions. 3. Psionics OR Dreameaving OR Divination.
Equipment: 1. An Implement. 2. A melee weapon OR divination instruments.
GUARDIANS
D : 1
H : 2+Water
V : 5+Fire
Proficiencies: 1. Implements. 2. Shields.
Skills: 1. Magery. 2. Rituals. 3. Mysticism OR Divination OR Healing.
Equipment: 1. An Implement. 2. Posh robes.
DRUIDS
D : 3
H : 3+Water
V : 3+Fire
Proficiencies: 1. Implements. 2. Shields. 3. Riding.
Skills: 1. Nature. 2. Totems. 3. Hunting OR Dreameaving OR Divination.
Equipment: 1. An Implement. 2. A tent or divination instruments.
WICCANS
D : 1
H : 2+Water
V : 5+Fire
Proficiencies: 1. Implements. 2. Shields.
Skills: 1. Nature. 2. Totems. 3. Mysticism OR Divination OR Healing.
Equipment: 1. An Implement. 2. Pointy hat.
BARDS
D : 1
H : 2+Water
V : 3+Fire
Proficiencies: 1. All Musical Instruments. 2. Shields.
Skills: 1. Music. 2. Acrobatics. 3. Illusions OR Divination OR Hunting.
Equipment: 1. Any one musical instrument of choice. 2. An extra 100 gold.
In this chapter, the four primary skills of Combat, Magery, Nature and Music are covered.
COMBAT
Assault (Basic): Spend one Harmony before attacking to apply a Flourish to your next attack. If you roll doubles, apply two Flourishes (total).
1. Parry: Whenever an opponent is damaged by your counter attack, reduce the damage you take (if any) by one.
2. Riposte: Whenever an opponent attacks you and does no damage, you may apply a Flourish to your counter attack (if any).
3. Disengage: Gain a free point of Armour when fleeing.
4. Cleave: Add Area as a Flourish to your weapon attacks.
5. Crush: Add Broken Limb as a Flourish to your weapon attacks.
6. Lunge: Spend one Harmony before attacking to add Reach to a melee weapon attack.
7. Sunder: Add Destructive as a Flourish to your weapon attacks.
8. Nerve Pinch: Spend one Harmony before attacking to add Sleeping as a Flourish to a melee weapon attack.
9. Gripping: You are immune to being Disarmed.
10. Kata: Your hands and other assorted body parts count as weapons for the purposes of this skillset and have the Bound and Disarm Flourishes automatically.
MAGERY
Implement (Basic): You gain an Implement. Unlike other Implements, you may never select Wood as either of its elements. See Chapter 12: Equipment for details.
1. Ignite: Add Ablaze as a Flourish to all attacks.
2. Fear: Add Fear as a Flourish to all attacks.
3. Scry: Spend one Harmony to locate one creature you can name.
4a. Greater Implement (Elementalist Only): Your Implement improves and becomes Ranged. Furthermore, you may spend one point of Harmony to apply the Forceful Flourish to one of your attacks, regardless of whether you rolled doubles or otherwise have access to it.
5a. Melding (Elementalist Only): Whenever you rest, you may choose to meld with the land, removing any prior melds. While at a site you've melded, all of your Magery attacks are Ranged, gain the Confused Flourish and do two extra Damage.
4b. Summonings (Guardian Only): You gain an Entourage consisting of one or more cosmic entities and/or floating crystal gems.
5b. Beguiling (Guardian Only): Spend one Harmony to cause an enemy to be Entranced with you; this does not require any action.
NATURE
Implement (Basic): You gain an Implement. Unlike other Implements, Wood must be one of its elements. See Chapter 12: Equipment for details.
1. Vines: Add Bound as a Flourish to all attacks.
2. Pathtwist: Add Entrancement as a Flourish to all attacks.
3. Commune: Spend on Harmony to speak with an animal you can see.
4a. Tree Form (Druid Only): All of your attacks are Reach range at minimum, you gain Forceful as a Flourish on all attacks, and you gain additional Health equal to your Wood.
5a. Melding (Druid Only): Whenever you rest, you may choose to meld with the land, removing any prior melds. While at a site you've melded, all of your Nature attacks are Ranged, gain the Fatigue Flourish and do two extra Damage.
4b. Fae Allies (Wiccan Only): You gain an Entourage consisting of about a dozen or so loyal fae allies.
5b. Mushroom Circle (Wiccan Only): Whenever you rest, you may choose to create a mushroom circle, removing any prior mushroom circles. All of your allies may take a handful of spores with them which (if snorted) will transport them back to the mushroom circle. In combat, this may be used to Flee from any Row by rolling Wood.
MUSIC
Sick Beat (Basic): You gain an Instrument. This functions exactly like an Implement, save it may be used at Range and inflicts no damage. Instead, choose three of the following conditions: Ablaze, Bound, Confused, Disloyalty, Fatigue or Sickness. Inflict one of your three chosen afflictions for each point of damage you would normally inflict.
1. Fugue: As an action, you may cure each of your allies of any one affliction from the above list which you did not select.
2. Captive Audience: Add Entrancement and Fear as Flourishes to all of your musical attacks.
3. Refrain: Whenever an enemy ends one of your Sick Beat conditions, you may spend one Harmony to inflict them with it again.
4. Encore: Whenever an enemy dies, gain one extra damage on your next musical attack.
5. Discordant Chords: Every time an enemy successfully rolls to resist or end one of your Sick Beat conditions, they lose one health.
In this chapter, the secondary skills of Athletics, Acrobatics, Totems and Rituals are covered.
ATHLETICS
Fitness (Basic): All conditions affecting you which would normally be cured after multiple rolls (Confused, Disloyalty, Fatigue, Sickness, etc.) are automatically cured on the first successful roll.
1. Vitality: Whenever you would normally die, you may spend a point of Harmony to survive with one Health instead.
2. Adrenaline: You are immune to the Aeon and Fatigue conditions.
3. Barge: You may add Forceful as a Flourish to any attack. Also, you may smash down doors with your face.
4. Transmute: You may spend one Vitae to restore your health to full.
5. Immunity: Whenever you're exposed to a poison, roll Water; on a 4+ you shrug it off.
ACROBATICS
Dodge (Basic): Whenever you're not wearing armour, all enemies in melee range take a -2 on all rolls to attack you.1. Contortion: You are immune to being to Bound or Prone.
2. Dexterity: You are immune to Clumsiness and to being Disarmed.
3. Backflip: You may declare that you are fleeing after making a melee attack.
4. Handstand: You may spend one point of Harmony to double the bonus from Dodge until you next attack someone.
5. Scissorflip: You may spend one point of Harmony to make all opponents within Melee range fall prone.
TOTEMS
Patron Totem (Basic): Choose one totem below to become your Patron Totem. You are always bonded to your Patron totem. During a Long Rest, you may choose to bind a second Totem OR to gain +2 Vitae if you choose not to bind a second totem.
1. Sun: Add Ablaze as a Flourish to all attacks. You glow brightly with the light of Father Sun. You are immune to Fatigue.
2. Moon: When you bond with Moon, roll two dice. Gain +1 to the attribute indicated by the first die and -1 to the attribute indicated by the second die. 1=Fire, 2=Water, 3=Wood, 4=Metal, 5=Wind, 6=Damage. This cannot bring you above +3 or below -3 in anything; reroll any result that would do so.
3. Night: Add Blind as a Flourish to all attacks and Concealable as a trait to all weapons. You are immune to being Blinded.
4. Lake: You begin each battle shrouded in mist and can neither attack or be attacked by anyone outside of Melee range. As an action, you may cast off this protection to afflict all of your enemies with Paranoia.
5. Crow: Whenever an opponent dies, regain three Health. If you are already full on health, gain +1 Damage until you next rest.
6. Stag: You may sacrifice one Health to allow all of your allies to regain one Health. If this kills you, all of your allies gain +1 Damage for the rest of the battle.
7. Bear: You recover one health on each turn you spend Asleep or Fatigued. When either of these conditions end, gain +3 on all rolls for the next three rounds. You may fall Asleep (but not wake up) at will.
8. Lion: If you Do Battle on your turn, you regain one Health. If you don't, all of your allies gain one extra damage until your next turn.
RITUALS
Rubeus (Basic): You are immune to Pacifism and to Entrancement.
1. Draconis: Magical dragon scales protect you like a single piece of magical bonus Armour. It is replaced at the start of each battle.
2. Time Curse: Roll 2d6 with mo modifiers. On an 8+, afflict one enemy with Aeon. On a 7 or lower, afflict one enemy with Fatigue.
3. Twist Fate: Spend one Harmony to roll two dice. Whenever a character would roll for something, you may instead give them one of their dice: their roll is doubles of whatever is on that die. You must use both dice before your next short rest, or they are wasted.
4. Defection: Roll 2d6 with mo modifiers. On an 8+, afflict one enemy with Pacifism. On a 7 or lower, afflict one enemy with Disloyalty.
5. Revivify: Spend on Harmony to prevent a dead ally from losing Vitae on resurrection.
In this chapter, the tertiary skills of Healing, Divination, Dreamweaving and Mysticism are covered.
HEALING
Empathy (Basic): As your action, choose any number of conditions on any one creature in melee range. All of the chosen afflictions are transfered from them to you.
1. Anesthesia: As an action, cause a character within melee range to become Fatigued. For the duration of this Fatigue, the can lose no more than one Health from any source of damage.
2. Immunize: Choose one Condition; all of your allies become immune to this condition. You may which which condition your allies are immune for free at the end of each of your turns.
3. Curing: As an action, cure up to three conditions on yourself or any other creature within melee range.
4. Farheal: All Healing abilities may be used at any range rather than just from Melee range.
5. Bedevil: You may use Empathy in reverse, transferring conditions from yourself to others.
DIVINATION
Ill Omen (Basic): A target enemy gains a condition based on their lowest attribute: Fire=Ablaze, Metal=Disarmed, Wood=Broken Limb, Water=Pacifism, Wind=Paranoia.
1. Retribution: Whenever you take damage, you may spend up to three Harmony. For each Harmony spent, your attacker takes damage equal to the damage you originally suffered.
2. Doom: Add Paranoia as a Flourish to all attacks.
3. Death Prophesy: Choose two creatures who are enemies of each other. Each time one damages the other, they lose three extra Health. All other sources of damage can take away at most one Health from these two creatures. This lasts until either creature goes one turn without attempting to harm the other.
4. Good Omen: Your allies become immune to one condition based on their highest attribute, as per the list from Ill Omen.
5. Reversal: Spend one Harmony. Until your next Long Rest, a target creature treats their lowest attribute as a +3 and their highest attribute as a -3 instead of the normal values.
DREAMWEAVING
Dreambody (Basic): While Asleep, you may move and act with your Dream Body instead of your actual body. Most attacks cannot harm you as a Dream Body.
1. Slumber: Add Fatigue as a flourish to all attacks. If one of your enemies loses an action to Fatigue, they become Asleep instead.
2. Control: You are immune to Fatigue and will only fall Asleep if you want to. You can sleep standing up and falling asleep does not make your Prone
3. Sweet Dreams: Whenever an ally ends their turn Asleep, they cure one condition of your choice.
4. Possess: Spend one Harmony and pick one character who is Asleep. They take one action of your choice of which they are capable.
5. Eternal Sleep: Spend one Harmony and choose one character. They cannot be woken up through damage or the actions of others, and the Harmony check for them to wake themselves up is 10.
MYSTICISM
Mystic Chant (Basic): On every turn that you neither move nor take damage, you may chant a prayer or mantra. For every consecutive turn that you've been chanting, your bonus on any given roll counts as one higher. The bonus for a chant is capped at 7 turns; chanting longer than this sustains the chant but does not increase the benefits.
1. Balance: You may end your chant to automatically replace any roll with a number equal to twice the number of turns you've been chanting. This counts as doubles for Flourishes and other such effects.
2. Sanctity: Add Pacifism as a Flourish to all attacks.
3. Perfection: Start each battle three turns into your mystic chant.
4. Meditation: While prone, treat your chant as having lasted twice as long as it actually has.
5. Concentration: Whenever your chant would normally end, you may spend one Harmony to continue.
In this chapter, the skills which are secondary for some classes and tertiary for others are covered. They include Illusions, Psionics, Stealth and Hunting.
ILLUSIONS
Illusions (Basic): At the end of each of your turns, add an Illusion to one Row of your choice. For each Illusion in a Row, you and your allies gain +1 on all rolls to Advance to or Flee from that Row.
1. Reflection: Whenever an ally is attacked while in the same row as an Illusion, they may expend the Illusion as if it were Armour.
2. Illusory Wall: For each Illusion in a Row, your enemies take -1 on all rolls to Advance to or Flee from that Row.
3. Starburst: As an Action, you may expend one Illusion to cause one enemy in the same row to become Blind.
4. Programmed: Whenever an enemy enters a Row with an Illusion, you may expend the Illusion to cause the enemy to become Confused.
5. Phantasmagora: Spend one Harmony and remove all Illusions. Each enemy takes one damage for each Illusion formerly in its Row.
PSIONICS
Second Sight (Basic): You are immune to Blindness.
1. Psi Armour: Your armour reduces all damage by one more than usual.
2. Blood Boil: At the end of your turn, you may lose any amount of Health to cure an equal number of Conditions.
3. Dominate: As an action, make one enemy take an action of your choice.
4. Forcefield: You may spend Harmony as if it were Armour.
5. Mind Crush: If an enemy has less Health remaining than you have Harmony, you may kill it as an action.
STEALTH
Infiltrate (Basic): You may Advance into the enemy rows. Whenever a character in the enemy row takes damage, they lose twice as much Health and are ejected back to their own Front Row.
1. Truss: When you successfully attack an enemy while Infiltrated, you may drag them back with you to your Front Row.
2. Waylay: Attacks made while Infiltrated are made at +2 damage.
3. Masquerade: If you kill an enemy while Infiltrated, you may take their place and impersonate them. That creature's allies are unable to attack you until the end of your next turn.
4. Blowgun: Afflict any three enemies with any one poison as an action.
5. Veil: Spend one Harmony to instantly move to any Row. This requires neither an action or a roll.
HUNTING
Animal Companion (Basic): You gain an Entourage - an animal companion of your choice.
1. Ambush: After your first turn in combat, skip the enemy turn.
2. Harry: You may send your companion to harry a specific foe. That enemy becomes Bound, but you lose your Entourage until that enemy becomes un-Bound. This does not require an action.
3. Make Camp: Your party takes a +3 bonus on all rolls to Rest.
4. Smudge: As an action, pick one Row. At the end of your next turn, every enemy still in that row takes seven Damage.
5. Trapper: At the start of each battle, you may spend one Harmony to pick one of the following conditions: Bound, Broken Limb or Prone. The first enemy to Advance is afflicted with that condition. Then, choose a second condition. The first enemy to Flee is afflicted with that condition. Add the final condition as a Flourish to all of your attacks for the rest of the battle.
The General Skills are skills which all characters have access to. As with Class Skills, General Skills are either Basic (everyone has them) or Advanced (you may learn one at each level).
BASIC BATTLE SKILLS
These skills form the basis of combat in Caverns and Cloiers.
FLEE!
If you are retreating from the Front Row to the Back Row, roll +Wind. If you are retreating out of the battle from the Back Row, roll +Water. If you are retreating out of battle from the Front Row, roll +Metal. (You can only retreat out of the battle if there is no occupied back row behind you. If there is such a row, you must retreat to it first).
-On a 10+, you escape at the end of this turn. Your enemies won't be able to attack you in time.
-On a 7+, you will be able to escape at the start of your next turn. In the mean time, enemies can still attack you.
-On a 6 or lower, you fail to escape at all! Still uses up your action for the round.
ADVANCE!
Roll +Fire. Do each of the following that apply:
-On a 10+, you charge forward in a particularly awe-inspiring advance. Gain +1 Damage for the rest of the turn.
-On a 7+, you may advance forward at a sensible pace. You may then take an action as normal.
-On a 6 or lower, you advance slowly, consuming your action for the turn. You still advance.
DO BATTLE
Roll +Wood, then SUBTRACT your opponent's Wind. Do each of the following that apply:
-On a 5+, your opponent loses Health equal to your Damage. Otherwise, you miss.
-On an 8+, you are safe. Otherwise, you lose Health equal to your opponent's Damage, assuming you are within range of their weapon(s).
-If you roll doubles (ie. the dice both come up the same), you can use the Flourish of your weapon. See Equipment for details.
If anyone involved in the fight would like to not get hurt, they can spend one Armour to negate the loss of up to 3 Health from any one attack. If a character runs out of Health, they die! After the combat, everyone who died with Vitae left marks off one Vitae and comes back to life with full Health. If a character is out of Vitae, they refuse to continue adventuring because they keep dying in this awful cave and they'd be a damn fool to go back down into it yet again. Some Classes allow a character to attack with an attribute other than Wood, or defend with an attribute other than Wind. If so, use those instead and resolve the battle otherwise normally.
TRADE SKILLS
These skills involve making or obtaining items and/or wealth.
ASK ON MARKET
If you have money, you can buy things. Pick an item you want to buy and then roll +Fire. Subtract 1 from your result for every 100gp of base price for the item. Base prices can be found in Chapter 12: Equipment.
-On a 10+, the merchant is willing to make a delivery! Your item arrives at your next Short Rest, and you are expected to pay during your next Long Rest.
-On a 7+, the item is available back on the surface at a reasonable price. You can obtain it at your next Long Rest, provided you still have enough money.
-On a 6 or lower, the item is either available only at an outrageous price (10x normal) or not at all.
For Rare items, treat your result as one step lower on the above chart. If an item is delivered to you and you can't (or won't) pay, you are unable to Ask on Market until you return the item delivered to the merchant.
REST SKILLS
These skills are performed when you rest.
SHORT REST
Whenever the party stops to rest for at least an hour without doing anything stressful or dangerous, roll 2d6 with no modifiers.
-On a 10+, everyone recovers all Health, regains one Harmony at no cost.
-On a 7+, everyone recovers all Health regains one Harmony and expends one torch (total) and one ration (each).
-On a 6 or lower, everyone recovers health equal to their Water, but still expends torches and rations as above
LONG REST
Whenever the party can spend a full day exposed to sunlight and open air, roll 2d6 with no modifiers.
-On a 10+, everyone restores all Health and Vitae and have any of their broken items repaired.
-On a 7+, everyone restores one Vitae, all Health and resets their Harmony back to 0.
-On a 6 or lower, everyone restores all Health and resets their Harmony back to 0. Vitae is unchanged.
Regardless of the roll, all characters may add any number of Rations or Torches to their inventory (up to the maximum they can carry) for free. Finally, have the players ask themselves the following questions:
-Has the party experienced a serious setback since our last rest?
-Has the party explored new caverns or encountered new creatures since our last rest?
-Has the party accomplished anything else significant since our last rest?
For each of these that is true, mark down one Experience Point for the party. Once the party has gained a number of Experience Points equal to their current level +3, reset their Experience down to 0 and have every member of the party gain one level and one Advanced Skill from their class.
HARMONY SKILLS
These skills involve the use of the special Harmony Attribute. At each Short or Long Rest, a character with positive, non-zero Harmony may use one or more of these skills. Each skill used costs one Harmony and a character can take themselves below zero Harmony by using multiple skills at once, to a minimum of -3. After deciding whether or not to to use any Harmony Skills, the character recovers 1 Harmony on a Short Rest and resets their Harmony to zero on a Long Rest, as described in the appropriate sections.
MOVE LIKE THE WIND
Roll +Wind to gain one of the following benefits for every 5 points you roll:
-You may teleport to a willing creature instead of walking.
-You arrive at your next destination ahead of schedule.
-You arrive at your next destination without being noticed.
(Only one member of the party needs use this skill in order for it to apply to all members.)
FLOW LIKE THE RIVER
Roll +Water to gain one of the following benefits for every 5 points you roll:
-You cannot be moved unless you choose to move.
-Add Forceful to the next attack against you, but gain a free Armour against it.
-You are unruffled by everything and are immune to Fear.
STRONG AS THE TALLEST TREE
Roll +Wood to gain one of the following benefits for every 5 points you roll:
-All of your attacks gain Forceful.
-You can lift three times as much.
-Gain two free Armour.
BURN WITH PASSION
-Nearby allies always roll at least +0.
-Nearby enemies always roll at most +0.
-Give some of your Vitae to an ally.
SHARP AS STEEL
-Choose one item; you are proficient with it.
-Ask the MC a question about the world; she will answer it.
-Permanently fix one broken item you are proficient with, including armour.
Ablaze: The character is ON FIRE and takes one damage every turn until they put themselves out with water or a Difficulty 5 Water check.
Aeon: The character loses their next turn.
Blind: The character cannot see! They automatically fail to notice anything and make all attack rolls at -3. This condition ends on the character's next rest.
Bound: The character is tied up, and cannot take any actions unless they first make a Wind roll (default difficulty is 9) on their turn to free themselves.
Broken Limb: The character has broken a bone. Attacker (or MC) picks which limb. That limb cannot be used. Reduce their speed by half for each broken leg, and prevent the use of weapons with either broken arm. This condition ends on the character's next rest.
Clumsiness: The character makes their next roll at -3.
Confused: The character is extremely confused and must make a Metal roll (default difficulty is 7) or waste their turn doing something unhelpful like yodeling or punching themselves in the face. After three such rolls, they are cured.
Disarm: The character drops one item on their person, as chosen by the attacker (or MC). A character can retrieve their weapon at the end of their next turn.
Disloyalty: The character is filled with thoughts of treachery and must make a Fire roll (default difficulty is 7) or spend their turn attacking an ally. After three such rolls, they are cured.
Entrancement: The character cannot move further from the source of their entrancement. In battle, this means that they cannot Flee and must Advance as soon as possible. This condition ends if they reach the Front Row, or if the battle ends.
Fatigue: The character is extremely tired. They must make a Wood roll on their turn (default difficulty is 7) or fall prone, too tired to act. After three such rolls, they are cured.
Fear: The character cannot move closer to the source of their fear. In battle, this means that they cannot advance beyond the Back Row, and must Flee as soon as possible. This condition ends if they successfully Flee, or if the battle ends.
Pacifism: The character throws down their weapons refuses to Do Battle. They cannot attack and inflict no retaliatory damage if attacked. This condition ends if the enemy or any of its allies are attacked.
Paranoia: The character has no allies, only enemies. Anything they do that would affect an ally affects nobody, and anything they do that would affect an enemy affects everybody. This condition ends with any rest.
Prone: The character is prone. Until they stand up (which requires an action), they can only crawl while moving. Advance, Flee and Do Battle all take a -3 penalty while prone.
Sensitivity: The character takes loses one extra health each time they take damage. This condition ends at the end of any turn in which the character takes no damage.
Sickness: The character is violently ill; each time they wish to act, they must make a Water roll (default difficulty is 7) or waste their turn being messily sick. After three such rolls, they are cured.
Sleeping: The character is Asleep. They cannot move or act until they wake up, and their effective Damage is zero. Characters wake up if another character takes an action to wake them, or they pass a Difficulty 7 Harmony check, or if they take any amount of damage. Characters who fall asleep wake up Prone.
TABLE: WEAPONS AND SHIELDS
HANDS
Characters have two hands - their main hand (usually the right) and the off hand (usually the left). Two-handed weapons require both hands and apply their traits to both hands, while a one-handed weapon is wielded in either the main hand or the off hand. The traits of the weapon (or shield) in the main hand are applied when on the offense, while the traits of weapon (or shield) in the off hand are applied when being attacked. A one-handed weapon wielded in the off hand has its Damage reduced by one.
RANGE
Weapons have ranges. In Caverns and Cloiers, this is either Melee (adjacent rows), Reach (up to one row away) or Range (one or two rows away, but not adjacent). See Chapter 13: Combat for details on positioning in battle.
FLOURISHES
Each weapon has a Flourish, which applies an unusual result whenever you Do Battle and roll doubles (the number is the same on both dice). You may always choose not to use a Flourish, if you would prefer. If a weapon has more than one Flourish (often as a result of a Skill), you may choose any one (and only one) apply on a given attack. Most Flourishes simply list a condition. This condition is applied until the next Short Rest, or until cured by an ability or by a method outlined by the condition itself. Others have special traits as listed below.
"Area" indicates that the weapon allows the attacker to divide the damage up between multiple opponents.
"Concealed" indicates that a weapon can be easily hidden. It requires a +Wind check at 10+ to spot a concealed weapon.
"Destructive" weapons ignore Armour. As a side effect, they can destroy unattended objects without a roll.
"Forceful" weapons can shove opponents on the Front Row into the Back Row on a successful Flourish.
"Monk" is not a Flourish. It instead indicates that only Monks may become proficient in this weapon.
IMPLEMENTS
Spellcasters of all stripes use Implements of one stripe or another. These can range from a staff to a talisman to a symbol to an arcane device, or even become something more esoteric, such as a pair of gauntlets or a garland of flowers. When creating a character who is given an implement as part of a skill, choose one Element. You may roll this element to Do Battle. Then, choose a second element, other than the one you chose before. This is the element your opponents subtract from your Do Battle rolls. Your class skills may limit or modify the specifics of your individual Implement further. Unless otherwise specified, an Implement is a Melee weapon with no Flourishes.
ENTOURAGES
Some characters have allies who, while important, are not so important that they get their own turns and actions. These are, collectively, an Entourage. A character who has an Entourage ignores all Flourishes and Counter Attacks against them, save for those performed by other characters who also have an Entourage, or from attackers who have access to the Area Flourish. It is not necessary to actually roll doubles to benefit from the Area Flourish in this way; simply being able to do so suffices.
ARMOUR
Characters frequently wish not to be injured and will often wear armour in order to accomplish this heartfelt desire. A character may expend a piece of armour to reduce the Health lost from any one source of damage by 3, and Madam Cavern is highly encouraged to detail exactly how their helmet clangs defending their skull against the savage blow. Many types of armour can also be expended to block one or more afflictions. Others have various drawbacks or limitations. These are listed in the table below.
If a character is wearing more pieces of Armour than their Metal + 3 (not counting any bonus Armour from their race or skills), they are considered Heavily Armoured and have their Damage reduced by one. If a character is wearing more pieces of Armour than the Metal + 7, they can't actually move or adventure and need to shed some armour (one action per piece) in order to free themselves.
POISONS
Quite a few of the denizens native to the Undervault are filled with horrific venoms. Quite a few of the adventurers exploring the undervault bring even worse poisons with them. Regardless of the exact nature of a toxin, it uses the same rules:
A creature wielding a weapon may choose to envenom their weapon with a single poison during a Short Rest. After doing so, they are no longer able to use Flourishes with their weapon - they have to take care not to poison themselves. Whenever they would normally roll a Flourish, they instead deliver the poison they have have applied. Add the Potency of the poison to the duration of the victim's poisoning. Every time the victim takes an action, they suffer the effects of their poisoning and then reduce the duration by one turn. Note that the duration of different poisonings aren't tracked separately - they all add together as the victim's resistance is sapped by the toxic overload. If a character is poisoned once with Anatine and then twice with Anerod, they're going to be afflicted with Clumsiness for quite a long time. A list of poisons follows:
Anatine (Potency 1, 500gp): Causes Clumsiness.
Niricol (Potency 3, 800gp): After three turns poisoned, the victim goes Blind.
Morphite (Potency 2, 1000gp): After three turns poisoned, the victim falls Asleep.
Dulak (Potency 3, 700gp): After three turns poisoned, the victim becomes Confused.
Hadrudin (Potency 3, 700gp): After three turns poisoned, the victim becomes Disloyal.
Botulinum (Potency 3, 700gp): After three turns poisoned, the victim becomes Sickened.
Hadrudin (Potency 3, 700gp): After three turns poisoned, the victim becomes Disloyal.
Aleutian (Potency 4, 300gp): The victim instantly becomes Paranoid.
Mantakya (Potency 2, 500gp): The victim instantly falls Prone and cannot stand.
Crotamine (Potency 2, 1000gp): Lose one Health each turn.
Escozul (Potency 1, 8000gp): Lose one Harmony each turn.
Anerod (Potency 6, 800gp): No special effects; very high Potency.
Charybdon (Potency 1, 1000gp): Lose Health equal to current duration, then end the poisoning.
First, the MC should draw up a list of everyone on every side. The player characters are always on the same side. All characters played by Madam Cavern make up the other side(s). If there is only a single enemy (or group of enemies) who are all united in their goal, they make up a single side. Otherwise, there are as many sides as there are goals. Each side should have a specific goal, if only 'get out of this alive'
POSITIONING
Because 'Caverns and Cloiers' is set in the Undervault, it naturally presumes that most of the action will take place within one tunnel or another. As a result, positioning in combat is a question of points along a line. Consider the case where two opposing groups - an illithoid ambush and a kephera patrol, for example - encounter one another in a tunnel. The kephera in front of the kephera group can be directly attacked by illithoid while the illithoid in the front of the illithoid group can be directly attacked by kephera. The kephera at the back of the kephera group and the illithoid at the back of the illithoid group are out of reach of of the melee, protected by the allies in front of them. Thus, we have a front and back row for each side.
Suppose instead that the kephera in front were a Warder, wielding a long kraken beak spear. He could use his spear's considerable reach to attack the cenobite instead of the Reaver. The combat arrangement might look like so:
Further suppose that the Illithoid Cenobite was a powerful psion and could make attacks at range. He could attack either kephera using his psionic powers while still hiding behind the Reaver guarding him. The combat arrangement might look like so:
In general, a Melee weapon can only attack up to one row away (ie. adjacent only); a Reach weapon may attack up to two rows away (either enemy row if you're in the front, or to the front enemy row from your side's back row); and a Ranged weapon may attack any row at all.
Now suppose that the Reaver manages to kill the Kephera Warder. The front row for the kephera side is empty, so the battle 'moves forward' such that the old kepheran back row is their new front row and the old kepheran front row is now occupied by the illithoid. As so:
At this point the Kephera Princess might be well advised to consider fleeing; she is outnumbered and poorly armed. Because there is no occupied row behind her, she may do so. The Warder, who had people behind him, would have had to retreat to the back row before fleeing, was not able to do so before he was killed. If he HAD managed to flee, the kepheran front row would be empty and the same process of 'moving forward' would take place, leading to a nearly identical situation:
As illustrated above, more than one character can go into each row and, while you're not allowed to have an empty Front Row, it is perfectly acceptable to have an empty Back Row.
TAKING TURNS
Battles should only be played out of the player characters are taking part in them. Thus, the turn order is based on the order in which the players take their turns. The MC should decide on a fixed turn order - clockwise around the table, in alphabetical order, in order of player height; however the MC wishes to decide - and have the players declare what their character is doing in that order. Enemies act in between player actions at a rate of one enemy action for every one player action. The MC should avoid having the same enemy go twice in a row where possible, but doesn't need to have the enemies act in a fixed order or act equally often. Thus, the turn order might well be:
Player 1
Enemy A
Player 2
Enemy B
Player 3
Enemy A
Player 1
Enemy C
Player 2
Enemy A
Player 3
Enemy B
etc.
This system ensures that, no matter how many enemies the players are facing, the party and their foes take about the same total number of actions in a given battle. If not for this system, swarms of weak enemies would grind the game to a halt, while powerful creatures (such as Cloiers, or Kephera Queens) would frequently be defeated without ever having a chance to act - a boring story either way!
This section contains a listing of creatures for Madam Cavern to use as antagonists and interlopers in the party's tale of adventure. Each is fairly generic, and the MC is encouraged to expand upon each before using them. In particular, anyone with a speaking part in the tale should have, at bare minimum, a name and a motivation with which to inform his or her actions.
Non-player characters do not have a Vitae or a Harmony attribute listed; they should be assumed to have a Vitae of 0 (ie. they will not return to challenge the players again if defeated) and a Harmony of 0 (ie. they may use their special abilities three times before running out) in any case where Madam Cavern has not decided otherwise.
TUNNEL ANIMALS
Urchin
A small ball of spines, chittering nervously.
Health: 1
Damage: 1
Armour: 0
Wi: -2 Wo: 3 Wa: -1 Fi: -2 Me: -2
Spines: The Land Urchin does 1 extra Damage on all retaliatory attacks against melee attackers.
Cave Fisher
The great hunter of the deep, luring in prey with a single glowing orb.
Health: 3
Damage: 3 (Flourish = Broken Limb)
Armour: 6
Wi: 1 Wo: 3 Wa: 3 Fi: 0 Me: 3
Lure: On the Cave Fisher's first turn in battle, it picks three enemies; these become Entranced.
Mantekarr
The predatory Mantekarr, here to grab you and carry you away.
Health: 8
Damage: 2 (Flourish = Bound)
Armour: 4
Wi: 0 Wo: 0 Wa: 0 Fi: 0 Me: 0
Drag: If a creature becomes Bound by a Mantekarr, it will immediately Flee to the back row (if possible), dragging its bound prey with it. Creatures in the enemy rows take double damage from all attacks, but are returned to their Front Row if harmed.
Centipede
A simple beast, driven by hunger upon a hundred clattering legs.
Health: 5
Damage: 1 (Flourish = Prone)
Armour: 0
Wi: 1 Wo: 1 Wa: 1 Fi: 1 Me: 1
Climb: The Centipede can cling to walls or even to the cavern roof.
Spidion
Not entirely unlike a cross between a spider and a lion, if such a cross were adorned with ten thousand teeming larvae.
Health: 10
Damage: 3 (Giant Stinger, Reach)
Armour: 0
Wi: 0 Wo: 0 Wa: 0 Fi: 0 Me: 0
Eggsac: Wherever there is a Spidion, there are also eggs. The eggsack has 3 health and 3 armour; anyone attacking it will automatically earn the full ire of the Spidion.
Solifugid
A ten-legged beast covered in pricky hairs.
Health: 3
Damage: 1 (Flourish = Bound)
Armour: 0
Wi: 0 Wo: 0 Wa: 0 Fi: 0 Me: 0
Web: Any creature suffering retaliatory damage from a Solifugid is Bound in its numerous webs.
Inferno Beetle
A giant obsidian beetle which breathes fire. Yes, really.
Health: 3
Damage: 2 (Reach, Flourish = Ablaze)
Armour: 4
Wi: 1 Wo: 2 Wa: 1 Fi: 2 Me: 0
Extra Crispy: If a creature dies while Ablaze, the Inferno Beetle gains +2 Health.
Rockeater
It eats rocks. What exactly were you expecting?
Health: 4
Damage: 1 (Flourish = Destructive)
Armour: 2
Wi: -2 Wo: 1 Wa: -1 Fi: 1 Me: 2
Burrower: The Rockeater may use Metal to flee, and may do so from any row at a -3 penalty by burrowing into the ground.
AQUATIC ANIMALS
Kraken
Rather like an octopus, but larger. The Kephera make spears from their beaks.
Health: 12
Damage: 2 (Flourish = Bound)
Armour: 0
Wi: 2 Wo: 2 Wa: 2 Fi: 2 Me: 2
Drowner: Any creature who becomes Bound while fighting a Kraken immediately begins to Drown and loses 2 health per turn. This cannot be prevented with armour.
Albino Eel
A limbless albino beast, crackling with electricity.
Health: 3
Damage: 1 (Flourish = Sensitivity)
Armour: 0
Wi: 0 Wo: 2 Wa: 3 Fi: 0 Me: 0
Electrical: The first creature to attack a given Albino Eel is automatically shocked for 2 damage.
Adorath
A three-eyed beast with venomous, barbed tentacles rivaled only by its psionic might.
Health: 3
Damage: 3 (Ranged OR Poisoned with Mantakaya)
Armour: 0
Wi: 0 Wo: 0 Wa: 0 Fi: 0 Me: 0
MORTALS
When introducing a mortal, give it a race; it gains the benefits of that race and will typically respond more favourably to any party containing a member of the same race.
Aslaran: +Wind. Cannot roll less than a 7 when using the Flee! skill.
Dracnari: +Fire. Can breathe fire, setting people Ablaze as an action. Immune to Ablaze.
Dwarf: +Fire. Proficient with all axes and gains an extra point of Vitae while drunk.
Elfen: +Wind. Harmony resets to 3 after a Long Rest, not to 0.
Faeling: +Wood. You can take flight with nimble grace and never need to roll to climb.
Furrikin: +Wind. When Bound, you may always take an action to free yourself.
Human: +Metal. Gain 2 Harmony (instead of 1) on a Short Rest.
Igasho: +Wood. You have Forceful and Destructive on all attacks.
Illithoid: +Metal. +1 Vitae. Starts the game with a free Poison.
Kephera: +Water. +1 Armour. Proficient in any one Monk Weapon.
Krokani: +Fire. Immune to Blindness and all forms of Illusion.
Loboshigaru: +Wood. +1 Armour. Armour blocks 5 damage for you instead of 3.
Lucidian: +Water. Take one less damage from every source while in sunlight.
Merian: +Water. You can breathe water. You never need to roll to buy something.
Mugwump: +Metal. You can breathe water. You never need to roll to use a library.
Orclach: +Water. Whenever you kill something, regain one Health.
Tae'dae: +Wood. You can take an action to hug someone, making them Bound.
Taurian: +Fire. Sacrifice one Armour to make your attack Destructive.
Trill: +Wind. You can take flight with great speed and never need to roll to escape.
Viscanti: +Metal. Damage you inflict does not heal on a Short Rest.
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Villager
An ordinary mortal, trying to live their life in peace.
Health: 3
Damage: 1 (farming tools)
Armour: 0
Wi: 0 Wo: 0 Wa: 1 Fi: 0 Me: 0
Loyal: When any member of a village is attacked, the city or commune defending the village will come to defend. Roll 2d6; the first die represents how many turns the players have before defenders arrive, and the second represents how many defenders there are. Each defender is a 7th level example of a random class.
Village Leader
The leader of an entire village, on the surface or below.
Health: 10
Damage: 2 (Any; see below)
Armour: 3
Wi: 0 Wo: 1 Wa: 1 Fi: 2 Me: 2
Loyal: As per Villager, but double each number rolled.
Guards, Guards!: The Village Leader always has 1d6 Guards (see below) and the Entourage trait for as long as at least one of these guards live.
High Class: Choose one Class (Warrior, Druid, etc.); the Village Leader is a 3rd level example of that class, and their Guards each have Basic Primary Skill from that class (ie. Assault, Implement, Sick Beat). The guards are otherwise identical to ordinary Villagers.
Brigand
"Your money or your life!"
Health: 4
Damage: 2 (Dagger, Whip, Spear, Sling or Giant Net)
Armour: 1
Wi: 1 Wo: 0 Wa: 0 Fi: 0 Me: 1
Yield: At any point, the party may surrender to a group of brigands, giving up all of their gold and one Vitae each.
Ambush: Being attacked by brigands imposes a penalty to fleeing equal to the number of surviving brigands.
Cowardly: Brigands take a -1 penalty to each roll for each allied brigand who's been injured and -2 for each allied brigand killed. If the penalty exceeds the number of surviving brigands, they will attempt to flee.
Assassin
A paid murderer, dressed all in black. How cliche!
Health: 3
Damage: 3 (Two daggers, each with a different poison)
Armour: 1
Wi: 2 Wo: 0 Wa: 0 Fi: 0 Me: 2
Sneaky: The assassin's presence is not announced until their first turn. They may begin in any row (allied or enemy) and make a single attack, as per Infiltrate in Stealth.
Zombie
A shambling abomination, moaning for living flesh.
Health: 3
Damage: 2 (Teeth)
Armour: 0
Wi: H-5 Wo: H-2 Wa: H-3 Fi: H-3 Me: H-3
Brain Eater: The zombie gains one Health every time it does any damage (to a maximum of 5), and has attributes based on it's current Health.
Cult Leader
A cunning servant of the Soulless Gods, plotting the downfall of all.
Health: 8
Damage: 1 (Concealed Implement)
Armour: 0
Wi: +1 Wo: -1 Wa: -1 Fi: +2 Me: +2
Hidden Worship: A Cult Leader appears to be an ordinary villager, and treats all cult paraphernalia as Concealed.
Indoctrination: Each night, the Cult Leader may visit a villager and attempt to convert them to the Cult. Roll +Fire; on a 7+ they are converted; on a 6 or lower there is a fight. Cultists gain "Hidden Worship", +1 Damage, an Implement and a powerful urge toward violence.
Sacrifice: The Cult Leader may may sacrifice captured creatures to their hidden masters in exchange for dark blessings. Roll 2d6, adding 1 to both dice if the sacrifice is a humanoid and 2 to both dice if the sacrifice is a member of the cult.
Merchant
A fat and happy merchant, filled with gold.
Health: 6
Damage: 1
Armour: 1
Wi: +2 Wo: +1 Wa: -1 Fi: +3 Me: 0
Wares: To determine the total value of merchant's wares, roll 2d6 times 2d6 times 10. Then roll 2d6 + 2d6 times 10 to determine the total value of gold.
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ODDITIES
Vermin (Rat, Weevil, Pigeon, Lizard)
Literally the worst.
Health: 1
Damage: 0
Armour: 0
Wi: -3 Wo: -3 Wa: -3 Fi: -3 Me: -3
Hyfae
A mushroom fae!
Health: See below
Damage: 1 (Flourish = Pacifism)
Armour: 0
Wi: 0 Wo: 0 Wa: 0 Fi: 0 Me: 0
Communion: The Hyfae share a single soul between them, and all damage to one is damage to the whole. No individual is truly slain until the entire colony is wiped out. The effective 'health' of a Hyfae colony is equal to three per Hyfae present.
Cloier
A vast sphere of hatred summoned from beyond this world.
Health: 30
Damage: 20 (Flourish = Destructive)
Armour: 10
Wi: +2 Wo: +5 Wa: +5 Fi: -1 Me: -1
All Around Attacker: The Cloier launches attacks from its numerous orifices simultaneously in every direction. As such, damage may (and must) be divided as equally as possible among all possible enemies withi melee range.
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Thanks for the excellent work, Moi.