Character Creation
Character Creation
Character Creation: Ability Scores
Standard Array
You may assign stats from the predetermined list of scores.
Point Buy
Scores start at 8, and players have 27 points to distribute. No score can be higher than 15.
Combat and Health
Combat and Health
Critical Hits (Max + Roll)
Roll your damage dice once, then add the maximum possible roll of those dice, plus your usual modifiers.
Death Saving ThrowsRoll your death saves in secret so that only you and the GM know the result.
Healing from 0 HP
If you are healed after dropping to 0 HP, you gain 1 point of exhaustion. This effect is delayed until the current combat ends.
Reduced Flanking
Flanking grants a +2 bonus to attack rolls. If a creature is flanked by two or more separate pairs of enemies, the bonus increases to +5.
Environment and Survival
Environment and Survival
Encumbrance
The variant Encumbrance rules are in effect.
Swimming in Heavy Armor
If you start your turn in water while wearing heavy armor, you must pass a DC 12 Athletics check or sink 10 feet.
Magic and Resurrection
Magic and Resurrection
Resurrection
When resurrected from the dead, you must roll on the Resurrection Flaw Table.
Resurrection Flaw Table
Resurrection Flaw Table
Link to original
d100 Result Flaw Description 01-05 The Gaze of Meher You return unscathed. Your spirit feels scrubbed clean, leaving you with a sense of profound peace and a renewed clarity of purpose. 06-10 Monochrome Sight The waters leached the color from your spirit. You find the world’s vibrant colors jarring and prefer dim light or overcast days. 11-15 The First Gate’s Echo You are intensely claustrophobic. Being behind a closed or locked door causes you visible distress. 16-20 Aquaphobia Having felt the pull of Death’s river, you are terrified of being submerged in water, even in a shallow bath. 21-25 Stolen Warmth You are perpetually cold to the touch and find yourself huddling near fires or wearing excessive layers even in summer. 26-30 Lethargic Pulse You speak and move with a strange, rhythmic slowness, as if fighting a constant current that only you can feel. 31-35 The Silence of the Grave You find loud noises and shouting physically painful. You tend to speak in a whisper and prefer absolute silence. 36-40 Gravemind’s Whisper You occasionally mutter to yourself in a language you don’t understand, especially when you are distracted or falling asleep. 41-45 Shadow Sickness You find your own shadow unsettling. You often look back to ensure it is still attached to your feet. 46-50 The Weight of the Ninth You have developed a morbid obsession with the afterlife. You constantly ask NPCs about their beliefs regarding the Ninth Gate. 51-55 Hollow Hunger Food and drink have lost their flavor. You eat only for survival and find the act of communal feasting to be a bizarre, alien ritual. 52-60 Spirit Sensitive You can feel the presence of the “current” in others. You are deeply uncomfortable around the elderly or the terminally ill. 61-65 The Unspoken Toll You have forgotten a cherished memory from your life. A person, a place, or a victory has been completely washed away. 66-70 Vigilant Soul You refuse to sleep in total darkness. You require at least one candle or light source to keep the “shadows of the river” at bay. 71-75 Aetheric Static You occasionally hear the sound of rushing water. It grows louder whenever you are near a graveyard or a temple of Meher. 76-80 Touch of the Leech Your touch wilts small flowers or curdles milk if you hold it for too long. You tend to keep your hands covered. 81-85 The Panic of the Lost You have a frantic need to stay moving. Sitting still for more than a few minutes makes you feel as though you are sinking. 86-90 Mirror Dread You do not recognize the face in the mirror as your own. You often speak of your body in the third person. 91-95 Marked by Rayse You feel a strange kinship with the undead. You find their presence calming rather than horrifying. 96-00 The Boundary Blur You occasionally see “echoes” of people who have passed through the gates, standing on the periphery of your vision. Potion Miscibility
We use the rules in the Dungeon Masters Guide to determine the effects of mixing potions.
Spell Tweaks
Geas
If the subject takes psychic damage from the spell, their hit point maximum is reduced by that amount until they finish a long rest. Remove Curse only ends a Geas if cast at a level equal to or higher than the Geas itself.
Campaign Systems
Campaign Systems
Bastions (2024)
We utilize the Bastion system from the 2024 rules.
Magic Item Crafting (2024)
We utilize the 2024 rules for crafting magic items.
Milestone Leveling
Character progression is based on story milestones rather than experience points.
Multiclassing
Multiclassing is permitted following the standard requirements.
Table Management
Table Management
Missing Players
If you cannot attend a session, your character fades into the background and does not contribute to the current events.