Build Guide & Mechanics Reference
"Know the numbers. Master the battlefield."
Every formula in IronTithe, derived directly from the Ledger calculations and Core Rules. Each term is fully broken down — so you know exactly what feeds each number and how to push it higher.
The Core Roll
Every action resolves with a 1d10 roll that must meet or beat a Difficulty Value (DV).
The contest rule — opposed tests. When you act against a static task or environment, you roll against a DV the GM sets. When you act against someone who resists, both sides roll the same shape — 1d10 + skill — and the higher total wins, each using its own relevant skill. A commander pressing Authority rolls 1d10 + Authority; the target resisting rolls 1d10 + their resist skill. The characteristic does not ride on a trained contest (stacking it inflated the curve); its one contest role is the untrained fallback — with no points in the skill you roll Dis.d10 + the governing characteristic (Disadvantage: two dice, take the lower). Inspire and Performance are the only exceptions, keeping 1d10 + skill + characteristic as uncontested projection. Against Bestiary creatures nothing slows down — the Law of Resistance bar (Characteristic TN + Resist bonus, scaled by Tier) is the creature’s pre-rolled side of that contest, so monsters never roll to resist.
- Natural 10 — Exploding Dice (Confirmed Hit/Cast Only): If your To-Hit or To-Cast roll (1d10 + bonus) meets or beats Defense or TN and the die showed a 10, roll a second 1d10. No To-Hit or casting bonus on this roll. For melee/ranged attacks, only Precise Strike points apply. For casting (all six disciplines), only Perception points apply. If that roll (+ applicable skill points) meets or beats Defense/TN, add +1d10 damage. Chain continues on each subsequent natural 10 by the same rule. Falling short on any explosion roll ends the chain — all wounds already confirmed are kept.
- Natural 1 (Miss): An automatic miss. No further penalties.
- Advantage: Roll 2d10, keep the higher.
- Disadvantage: Roll 2d10, keep the lower.
- Held Action penalty: –2 to To-Hit or To-Cast. Removed entirely at 6+ pts in Discipline.
Action Points (AP)
| Term | Source | Notes |
|---|---|---|
| 1 | Base — all characters | Everyone starts with 1 AP |
| floor(Quickness ÷ 3) | Quickness skill (Agility group) | +1 AP per 3 pts. Also +1 Agility per 3 pts. |
| Purchased AP | Direct XP buy — 175 XP base, compounding | Each additional rank costs more |
Characteristics
Characteristics are never set manually — they grow automatically from skill investment.
Every 3 pts invested in skills belonging to a characteristic's group raises that characteristic by 1. Armor modifiers then apply on top for Agility and Awareness.
| Characteristic | Core + Swap Pool | Armor modifier |
|---|---|---|
| Agility | Athletics, Evasion, Quickness + swap: Stealth, Thieving, Tumble, Acrobatics, Disguise, Escapology, Sleight of Hand | –Armor Agility penalty (Leather/Chain –1, Plate –2) |
| Awareness | Acute Senses, Focus, Precise Strike + swap: Druidism, Riposte, Stamina, Danger Sense, Lip Reading, Swift Read | –Armor Awareness penalty (Splint/Banded –1, Field Plate –2, Full Plate –3) |
| Charisma | Authority, Charm, Inspire + swap: Mending, Devotion, Light-Soul, Deception, Intimidation, Performance, Seduction | None |
| Intellect | Evaluation, Knowledge, Read/Write + swap: Tracker, Perception, Wizardry, Alchemy, Engineering, Medicine, Navigation | None |
| Physique | Fortitude, Hard as Nails, Rugged + swap: Shieldsman, Ki, Strength Conditioning, Brawling, Climbing, Endurance, Swimming | None |
| Willpower | Iron Will, Resolve, Spirit + swap: Discipline, Shaman, Vibhuti, Survival, Meditation, Oathkeeper, Pain Tolerance, Willpower Reserve | None |
Defense (To Be Hit)
DefenseDefense is the DV an attacker must meet or beat on their To-Hit roll to land a strike on you.
| Term | Value | Notes |
|---|---|---|
| 3 | Base — all characters | Minimum DV attackers must beat |
| Armor Def | 0–5 by armor type + magical bonus | See Armor table below |
| Evasion Def bonus | floor(Evasion pts ÷ 3), then add Armor Agility penalty (negative). Result capped at 0 minimum. | Heavy armor cancels this. Mithril has no penalty so Evasion applies fully. |
| Bonus field | Manual entry on ledger | Magic items, spells, runes |
Critical interaction — Evasion vs Heavy Armor: Chain Mail (–1 Agility) cancels 3 pts of Evasion investment. Full Plate (–2 Agility) cancels 6 pts. Mithril has no penalties, making it the ideal pairing with Evasion.
Evasion DM note: The DM bonus from Evasion (floor(Evasion÷3)) is NOT affected by armor Agility penalty — only the Defense bonus is. So even in plate armor, Evasion still contributes to physical DM.
Blinded condition: Defense drops to armor value only — base 3 and all Evasion bonus disappear.
Total Wounds
| Source | Amount | Notes |
|---|---|---|
| Race Base | Dwarf 12 | Human 9 | Elf 6 | Halfling 3 | Fixed starting pool |
| Physique characteristic | floor(Physique skill group pts ÷ 3) | Auto-calculated — grows from Fortitude, Rugged, Hard as Nails, etc. |
| Fortitude | +10 wounds per pt invested | Most wound-efficient skill. Also +1 Physique per 3 pts + DoT DM. |
| Iron Will | +2 wounds per pt invested | Also: survive at 0 wounds for 1 extra turn per pt. DoTs reduce this. |
| Rugged | +2 wounds per pt invested | 15 XP all races. Also +1 Physique per 3 pts. |
| Hard as Nails | +2 wounds per pt invested | Also +1 DM per 2 pts (physical from 1pt; spell/bless from 3pts). Bloody Minded (ignore Bleeding) at 6 pts. |
| Discipline | +1 wound per pt invested | Also expands magic/ki resource slots. Also +1 Awareness per 3 pts. |
| Resolve | +1 wound per pt invested | Also +1 Willpower per 3 pts. Guards the will — endures magic that seizes the mind (Fear, Terror, compulsion, Dominate). Rolls 1d10 + Resolve; untrained Dis.d10 + Willpower. (Magical damage is Spirit’s domain.) |
| Stamina | +1 wound per pt invested | Also +1 DoT DM per 2 pts + exhaustion delay. |
| Size Multiplier | Small ×0.5 | Normal ×1 | Large ×2 | Giant ×3 | Enormous ×6 | Titanic ×8 | Applied last — multiplies the entire wound total |
Damage Mitigation (DM)
DM reduces damage after a hit lands. Three separate pools exist — one per damage source type.
Physical DM — vs Melee & Standard Ranged
| Source | Rate | Notes |
|---|---|---|
| Armor D.Mit | 1–8 by type, stacks if 2 pieces worn | See Armor table |
| Hard as Nails | +1 DM per 2 pts (physical from 1pt; spell/bless from 3pts) | Also +2 wounds per pt |
| Shieldsman | +1 DM per pt (Defensive Stance) | Offensive Stance converts to +1 wound per pt instead — choose each turn |
| Evasion | +1 DM per 3 pts | Unlike Evasion's Defense bonus, this is NOT reduced by armor Agility penalty |
| Cleric Adv.Voc | +1 DM (all sources) | Stacks with others |
| Unwavering Adv.Voc | +3 DM (all sources) | Passive — always active once purchased |
| Sovereign Mind Adv.Voc | +1 DM (all sources) | Active spike: (Willpower×2)+Physique for 1 turn |
Magical DM — vs Spells & Blessings
| Source | Rate | Notes |
|---|---|---|
| Willpower characteristic | floor(Willpower skill group ÷ 3) | Grows from Iron Will, Resolve, Shaman, Spirit, Survival |
| Spirit | +1 magic DM per 2 pts | Also +1 healing received per pt invested, +1 Willpower per 3 pts. Guards the soul & body — sole home of magical damage mitigation. (Magical mind-control is Resolve’s domain; broad magic-hardening wants both.) |
| Survival | +1 magic DM per 2 pts | Also +1 max wound per pt + env. resistance |
| Adv.Voc bonuses | Same as Physical (+1, +3, +1) | Cleric, Unwavering, Sovereign Mind apply to all DM pools |
DoT DM — vs Disease, Poison & Bleeding
| Source | Rate | Notes |
|---|---|---|
| Physique characteristic | floor(Physique group ÷ 3) | Same stat that boosts melee wounds — high Physique helps both |
| Stamina | +1 DoT DM per 2 pts | Also +1 wound per pt + exhaustion delay |
| Fortitude | +1 DoT DM per 3 pts | Primary use is +10 wounds per pt — DoT DM is the secondary gain |
| Discipline | +1 DoT DM per 3 pts | Also +1 wound per pt + resource slots |
Bonus DM vs Evil: floor(Light-Soul pts ÷ 3) added to all three DM pools when Cleric Advanced Vocation is active. Light-Soul also adds +1 wound to all attacks against Evil per pt.
Minimum hit: Every successful hit always deals at least 1 wound, regardless of how high your DM is.
Melee To-Hit Bonus
MeleeAdded to your 1d10 roll — must meet or beat the target's Defense.
Standard Weapons — Physique-based
Axes, Swords, Maces, Hammers, Spears, Polearms, Greatswords:
2H Weapons: No To-Hit penalty — but each strike costs 2 AP instead of 1. The trade is AP economy vs wound output (Physique ×2).
Finesse Weapons — Agility-based
Daggers, Rapiers, Shortswords, Whips:
| Accuracy Source | Rate | Notes |
|---|---|---|
| floor(Physique ÷ 5) | +1 per 5 pts of Physique | Standard weapons only |
| floor(Agility ÷ 5) | +1 per 5 pts of Agility | Finesse weapons only — armor Agility penalty reduces Agility before this calculation |
| floor(Str.Conditioning ÷ 3) | +1 per 3 pts | Standard only. Also +2 wounds per 3 pts. |
| floor(Precise Strike ÷ 3) | +1 per 3 pts | Finesse only. Also +2 wounds per 3 pts + crit armor shred. |
| floor(Athletics ÷ 3) | +1 per 3 pts | Both standard and finesse. Also shared with ranged To-Hit. |
| Focus action (passive) | +1 per 3 pts in Focus | Only when Focus action (1 AP) is taken before the attack |
| – Armor Melee Penalty | See Armor table | Subtracted from final To-Hit. Padded –0, Leather –0, Studded –1, Chain –1, Splint –1, Banded –1, Field Plate –2, Full Plate –2, Mithril –1. Furs and shields: no penalty. |
Situational To-Hit modifiers:
- Size-Up (1 AP): Advantage on next melee To-Hit if not engaged with multiple opponents. Also adds Physique to wounds.
- Outnumbered 2:1+: Attackers gain Advantage To-Hit.
- 2H Weapon: No To-Hit penalty. Costs 2 AP per strike. Physique ×2 on wound bonus.
- Phantom Assassin: Advantage To-Hit when attacking from Stealth or Flanking.
- Shield Rush: +1 To-Hit per pt of Shieldsman on the charge (requires 25 ft movement).
Critical interaction — Finesse & Heavy Armor: Finesse builds suffer a compounding armor penalty that standard melee does not. Armor reduces Agility first (e.g. Chain –1 Agl), which lowers floor(Agility÷5) directly. Then the Armor Melee Penalty (m_pen) is subtracted on top of that. A Finesse fighter in Chain Mail loses Agility accuracy from the stat reduction AND takes an additional –1 melee penalty — paying the armor cost on both fronts. Mithril is the only heavy armor that avoids this: no Agility reduction means only the flat –1 m_pen applies.
Melee Wound Bonus
MeleeStandard Weapons — Physique-based
2H: Physique × 2 | Off-hand: Physique × 0.5 | Lance (mounted): Physique × 3 | 2H costs 2 AP per strike.
Finesse Weapons — Agility-based
2H Finesse: full formula × 2 | Off-hand Finesse: full formula × 0.75
Special: Flail
| Passive Wound Bonus | Amount | Advanced Vocation Active Effect |
|---|---|---|
| Str. Conditioning (÷3)×2 | +2 per 3 pts | 2H Full-Weight: Normal+(Physique×4)+2d10+Stunned |
| Precise Strike (÷3)×2 | +2 per 3 pts | On crit: shred target DM by your Precise Strike pts |
| Athletics (÷3) | +1 per 3 pts | Shared with ranged |
| Nimble Strike | +1 flat | Active: Normal+Agility+Awareness |
| Expose Armor | +1 flat | Active: reduce target DM by Awareness+1d10 |
| Phantom Assassin | +2 from Stealth/Flank only | Active: Normal+1d10+(Agility×2)+Mute |
| Throat Slice | +1 flat | Active: Normal+1d10+(Agility×2)+2 Bleeding |
| Impale | +1 flat | Active (1H): Normal+1d10+1 Bleed; (2H): Normal+1d10+2 Bleed |
| Impact | +2 flat | Active (1H): +Physique; (2H): +(Physique×2)+Stunned |
Ranged To-Hit Bonus
Ranged| Source | Rate | Notes |
|---|---|---|
| floor(Agility ÷ 5) | +1 per 5 pts of Agility | Core ranged accuracy stat — the speed and steadiness of the draw. Armor Agility penalties reduce this. |
| floor(Precise Strike ÷ 3) | +1 per 3 pts | Applies to melee AND ranged To-Hit |
| floor(Perception ÷ 3) | +1 ranged To-Hit per 3 pts | Reading the battlefield — spotting gaps, tracking movement |
| Weapon Bonus | Manual bonus field | Magic weapons, scopes, etc. |
| – Armor Ranged Penalty | See table below | Most armor types impose a ranged To-Hit penalty |
| Armor | Ranged To-Hit Penalty | Melee To-Hit Penalty |
|---|---|---|
| Furs / None | –0 | –0 |
| Padded / Cloth | –0 | –0 |
| Leather | –0 | –0 |
| Studded Leather | –0 | –1 |
| Chain Mail | –1 | –1 |
| Splint Mail | –1 | –1 |
| Banded Mail | –1 | –1 |
| Field Plate | –2 | –2 |
| Full Plate | –3 | –2 |
| Mithril | –0 | –1 |
| Shields | –0 | –0 |
Situational ranged modifiers:
- Aim (1 AP): Advantage on next ranged To-Hit + add Awareness to wounds + range ×1.5.
- Firing into melee: Disadvantage To-Hit (unless target is 2× ally's size). A miss does not hit your ally.
- Cover: Target gains Disadvantage against your shot. Each obstructing ally = –1 additional penalty.
- Opportunist Advanced Vocation: Removes ALL penalties for shooting into melee or obscured LoS.
Ranged Wound Bonus
RangedBows
Longbow replaces Physique with Physique × 3.
Crossbows
Firearms (Blackpowder)
Firearms rely entirely on Awareness — there is no physical draw or throw involved. AP investment scales this hard.
Thrown Weapons
Thrown weapons also apply the Size Multiplier. All others do not.
| Passive Wound Bonus | Amount | Active Effect |
|---|---|---|
| AP spent (rAct multiplier) | Scales Agility contribution | More AP = more wound damage from Agility. Aim also adds Awareness on top. |
| Precise Strike (÷3)×2 | +2 per 3 pts | Same as melee wound contribution |
| Athletics (÷3) | +1 per 3 pts | Shared with melee |
| Marksman | +2 flat ranged wound bonus | Active: Normal+Awareness+1d10. Sniper spec: Normal+Agl+(Awa×2)+1d10+Bleed |
| Opportunist | +1 flat ranged wound bonus | Active: reduces target DM by Awareness. Seeker: Normal+1d10+(Awa×3)+Agl |
| Heavy Arbalest | +1 flat + ignores 2 DM always | Linebreaker: ignores ALL worn armor DM + pass-through |
| Thunderstrike | +2 flat (Blackpowder only) | Every hit adds 1 Stunned. Point-Blank: unblockable, 1d10+(Awa×2)+bonuses+2 Bleed |
Spell To-Cast Bonus
Spell| Magic School | Core Cast Stat | Skill Accuracy Bonus | Armor Penalty |
|---|---|---|---|
| Wizardry | floor(Intellect ÷ 5) | If skill ≥9: floor((skill–6) ÷ 3) | Studded/Chain −1, Banded/Splint −2, Plate/Full −3 |
| Devotion | floor(Charisma ÷ 5) | If skill ≥9: floor((skill–6) ÷ 3) | 0 if armor TN ≤3; −2 if armor TN ≥4 |
| Druidism | floor(Awareness ÷ 5) | If skill ≥9: floor((skill–6) ÷ 3) | Studded/Chain −1, Banded/Splint −2, Plate/Full −3 |
| Shaman | floor(Willpower ÷ 5) | If skill ≥9: floor((skill–6) ÷ 3) | Studded/Chain −1, Banded/Splint −2, Plate/Full −3 |
| Ki | floor(Physique ÷ 5) | If skill ≥9: floor((skill–6) ÷ 3) | No armor penalty |
Skill Accuracy Bonus detail: Zero effect until 9 pts. At 9 pts = +1. At 12 pts = +2. At 15 pts = +3. This is the linear late-game bonus from deep skill investment.
Focus action: Spend 1 AP before casting. floor(Focus pts ÷ 3) passive bonus to To-Cast applies. Also distribute Focus pts between +1 flat wound/heal per pt and –1 target DM per pt.
Counter-Cast: Attacker: 1d10 + To-Cast + Magic Skill pts. Defender: 1d10 + To-Cast + Skill pts OR Resist Bonus. Winner's spell prevails. Tie = both take half wounds unmitigated.
Resist Bonus (defender's passive): If magic skill ≥6: floor((skill–3)÷3). Kicks in at 6 pts (+1) and grows from there.
Arcane Mastery (15+ pts in any magic skill): Add your Spirit skill pts as a flat bonus to ALL spell wounds and healing. One of the most powerful late-game multipliers.
Spell Wound Bonus
Spell| School | Core Wound Stat | Skill Wound Bonus | Scaling |
|---|---|---|---|
| Wizardry | Intellect characteristic | floor(Wizardry ÷ 3) × 3 | +3 per 3 pts — strongest wound scaling |
| Devotion | Charisma characteristic | floor(Devotion ÷ 3) × 2 | +2 per 3 pts — also strongest healer |
| Druidism | Intellect characteristic | floor(Druidism ÷ 3) × 1 | +1 per 3 pts — compensated by AoE utility |
| Shaman | Intellect characteristic | floor(Shaman ÷ 3) × 2 | +2 per 3 pts — dual offensive/healing |
| Ki | Physique characteristic | floor(Ki ÷ 3) × 1 | +1 per 3 pts — melee-range physical magic |
Overcast Menu — each additional AP beyond base TN cost:
- Empower: +1d10 + Primary Characteristic to wounds or healing.
- Precision: +2 flat To-Cast bonus for this cast.
- Piercing: Ignore 3 pts of target's DM.
- Enlarge: AoE radius +10 ft.
- Extend: Duration +1 turn.
- Vantage: Range +50 ft.
- Echo: Apply non-damaging buff to 1 additional target.
Max d10s by TN: TN 1–3: D1d10 | TN 4–6: 1d10 | TN 7–9: 2d10 | TN 10–12: 3d10 | TN 13–15: 4d10 | TN 16–18: 5d10 | TN 19+: 6d10
Healing Bonus
HealMagic Healing — Devotion, Druidism, Shaman
| School | Core Heal Stat | Skill Heal Bonus |
|---|---|---|
| Devotion | Charisma characteristic | floor(Devotion ÷ 3) × 2 |
| Druidism | Awareness characteristic | floor(Druidism ÷ 3) × 2 |
| Shaman | Willpower characteristic | floor(Shaman ÷ 3) × 2 |
Spirit skill: Each pt in Spirit adds +1 wound to healing received from any Blessing — this stacks on top of the healer's output bonus and comes from the recipient's sheet, not the healer's.
Cleric Advanced Vocation: Adds +1 wound healed whenever you receive any Blessing.
Divinity Advanced Vocation: Heals Normal + Devotion pts (TN≤7 blessings). Crit: Normal + (Devotion×2) + removes 1 Bleeding.
Sanctity spec (Divinity): Normal + (Devotion×2) + 1d10, removes Bleeding, allies gain +1 Fear resistance 2 turns.
Non-Magic Healing — Mending Skill
Cannot be used while either party is in active melee. Does not remove the Bleeding condition — only reduces its per-turn damage.
Armor Reference
| Armor | Def | D.Mit | –Agl | –Awa | To-Cast Penalty | –Move | Special | |||
|---|---|---|---|---|---|---|---|---|---|---|
| WDS | Dev | Vib | Ki | |||||||
| Animal Furs | 0 | 1 | — | — | — | — | — | — | — | — |
| Cloth / Padded | 1 | 1 | — | — | — | — | — | — | — | — |
| Leather | 2 | 2 | –1 | — | — | — | — | — | — | — |
| Studded Leather | 2 | 3 | –1 | — | –1 | — | — | — | — | –1 Melee To-Hit |
| Chain Mail | 3 | 4 | –1 | — | –1 | — | –1 | — | –5 ft | –1 Melee, –1 Ranged To-Hit |
| Splint Mail | 3 | 5 | –1 | –1 | –2 | — | –1 | — | –10 ft | –1 Melee, –1 Ranged To-Hit |
| Banded Mail | 3 | 5 | –1 | –1 | –2 | — | –1 | — | –10 ft | –1 Melee, –1 Ranged To-Hit |
| Field Plate | 4 | 6 | –2 | –2 | –3 | –2 | –2 | — | –15 ft | –2 Melee, –2 Ranged To-Hit |
| Full Plate | 5 | 8 | –2 | –3 | –3 | –2 | –3 | — | –15 ft | –2 Melee, –3 Ranged To-Hit |
| Mithril | 4 | 5 | — | — | — | — | — | — | — | –1 Melee To-Hit only |
| Light Shield/Buckler | +1 | +1 | — | — | — | — | — | — | — | 1 hand occupied |
| Heater/Heavy Shield | +2 | +2 | –1 | — | — | — | — | — | — | Req Physique 4. If <4: no Def/DM bonus, –2 Agl. |
To-Cast columns: WDS = Wizardry / Druidism / Shamanism · Dev = Devotion · Vib = Vibhuti · Ki = Ki. Penalties are capped — no caster suffers worse than –3 from armour weight. Devotion and Ki ignore lighter armour entirely; Ki is never penalised. (See the Core Rules "Iron Cage — Arcane Interference" for the authoritative table.)
Movement penalty is offset by floor(Physique ÷ 3) recovery steps. Physique 3 = 1 recovery step, negating Chain Mail's movement penalty entirely. Each step = 5 ft recovered.
Weapon Reference
Melee
| Class | Examples | Base Wounds | To-Hit | Special |
|---|---|---|---|---|
| Blunt 1H | Mace, Warhammer, Staff | 1d10 + bonuses | Normal | Ignores 1 DM |
| Edged 1H | Sword, Axe, Claymore | 1d10 + bonuses | Normal | — |
| Piercing 1H | Dagger, Rapier, Spear | 1d10 + bonuses | Normal | Finesse eligible. |
| 2-Handed | Greatsword, Greataxe | 1d10 + bonuses | Normal | 2 AP per strike. Physique ×2 wound bonus. Ignores 2 DM. |
| Polearm | Halberd, Pike | 1d10 + bonuses | Normal | 2 AP per strike. Attack from 2nd rank at no penalty. |
Ranged
| Class | Examples | Base Wounds | Range | Special |
|---|---|---|---|---|
| Bows | Short, Long, Elven | 1d10 + bonuses | 80–400 ft | Quickload (1 AP). Longbow: Physique×3 wound bonus. |
| Crossbows | Light, Heavy | 1d10 + bonuses | 60–300 ft | Ignores 3 DM. Heavy: ignores all DM + Bleed on nat 10. |
| Blackpowder | Pistol, Rifle | 1d10 + bonuses | 75–400 ft | Ignores 4 DM. Rifles: ignore all DM at normal range. |
| Throwing | Knife, Javelin, Axe | 1d10 + bonuses | 15–80 ft | + Physique bonus to wounds. Scales with Size Multiplier. |
Build Archetypes
⚔ Blademaster — Agility Finesse
Core stats: Agility → Physique (secondary) → Awareness
Key skills: Stealth, Evasion, Precise Strike, Athletics, Quickness
Advanced Vocations: Nimble Strike, Phantom Assassin, Throat Slice, Impale, Dodge
🪓 Warbringer — Physique 2H
Core stats: Physique → Willpower → Iron Will
Key skills: Str. Conditioning, Fortitude, Hard as Nails, Rugged, Shieldsman
Advanced Vocations: Impact, Cleave, Sunder, Block/Bulwark, Unwavering
🏹 Deadeye — Ranged Precision
Core stats: Agility → Awareness → Physique (Longbow)
Key skills: Perception, Precise Strike, Athletics, Stamina, Discipline
Advanced Vocations: Marksman, Opportunist, Heavy Arbalest, Thunderstrike
✦ Arcanist — Offensive Caster
Core stats: Intellect → Spirit → Willpower (magic DM)
Key skills: Wizardry (to 15+), Knowledge, Read/Write, Spirit, Discipline
Advanced Vocations: Concentrate, Metaphysical, Deviation, Infusion of Arcana
🙏 Battle Priest — Devotion Healer
Core stats: Charisma → Willpower → Spirit
Key skills: Devotion (to 15+), Light-Soul, Spirit, Resolve, Mending
Advanced Vocations: Divinity, Cleric, Metaphysical, Rebirth
🛡 Iron Wall — Tank / Defender
Core stats: Physique → Willpower → Agility (Evasion for DM)
Key skills: Fortitude, Hard as Nails, Rugged, Iron Will, Shieldsman, Evasion
Advanced Vocations: Block, Unwavering, Sovereign Mind, Cleric, Bulwark spec
☣ Dominator — Will & Coercion Controller
Core stats: Charisma → Willpower → Awareness
Key skills: Authority, Intimidation, Zealotry, Resolve, Insight, Oathkeeper
Advanced Vocations: Unwavering, Sovereign Mind, Cleric (for the all-DM buffer)
Playstyle: You don’t out-damage the room — you decide who in it gets to act. Authority forces compliance, Intimidation strips a turn (Stand Down) or breaks a line, and the reworked Zealotry / Resolve make you nearly impossible to coerce, charm, or frighten back. A Dominator opens fights by removing the most dangerous enemy from the math, then weathers everything aimed at their own will. Pairs naturally with a striker who cashes in the openings you create.
Uses the standard opposed-test resolution (1d10 + skill; the untrained fall back on Dis.d10 + characteristic). Note that the strongest control effects (Authority’s mass compliance, Intimidation’s Break the Line) are turn-economy swings, not raw damage; their value scales with the size of the fight, not the toughness of one target. Two guard-rails keep control fair: the creature Resist bar rises with Tier (so a Boss is a genuine gamble, not a lockdown), and a target already controlled this encounter resists further attempts at Advantage (no stun-locking one key foe out of the fight).
What’s New (June 2026)
Recent additions and changes. Full player-facing write-ups live in the Patch Notes; this is the mechanics-reference summary.
✶ The Contest Rule — Re-Centred on Skill
Opposed contests resolve as 1d10 + skill vs. 1d10 + skill, higher total wins. The characteristic is not added to a trained contest — an earlier draft (the “Mark of Three”) stacked it on every test and over-inflated the curve. Its one role in a contest now is the untrained fallback: with no points in the skill you roll Disadvantage on the d10 + the governing characteristic. See The Core Roll above for the full statement. Two skills are the exception — Inspire and Performance keep 1d10 + skill + characteristic, as uncontested projection (rolled vs a flat DV, never a defender). Bestiary creatures are unaffected — their Law of Resistance bar is their side of the roll, and it now lines up with the de-inflated player side.
Resist-skill lanes: Resolve endures the supernatural (Fear, Terror, magical compulsion, Dominate); Zealotry endures mundane coercion (Charm, Intimidation, Seduction by people). Resolve’s old magical-mitigation contribution moved to Spirit.
Anti-lockout: a creature already subjected to a control effect this encounter resists further control attempts at Advantage — control removes a turn, it does not stun-lock a key foe out of the fight.
⚒ Terminology — DM, not WM
This guide now uses Damage Mitigation (DM) throughout, matching the system-wide rename from the old “Wound Mitigation (WM).” The mechanic is unchanged — only the label. (Likewise, the Willpower swap-pool entry now reads Vibhuti, not the retired “Śabda.”)
⚡ Essence — Casting Resource (adopted in v4 sheet · pending group confirm)
An optional spell-economy layer, now live in the v4 sheet and pending the table's final confirmation. If used, a caster has an Essence pool spent to cast; if not, casting works exactly as the rest of this guide describes. It is built into both character sheets with an auto-calculating tracker, so it can be switched on or ignored without re-statting.
Why this shape: every term is a third, multiplied by three — the Power of Three in the math. Counting the governing characteristic (not just skill points) makes the pool reward commitment to one path: a pure caster draws a deep well, a hybrid a shallower one. One-use scroll items in the Reliquary still cast without spending Essence by design.
✦ New Workings (Spells)
Several gap-filling spells were added across the disciplines. Mechanically they slot into the existing To-Cast / TN framework with no new rules:
| Spell | TN | Discipline | Fills |
|---|---|---|---|
| Sacred Light | 2 | Devotion | Combat-grade holy light; the unliving fight at Disadvantage in it. |
| Discern the Unholy | 3 | Devotion | Detect undead / daemonic / Evil through walls and disguise. |
| Teleport | 13 | Wizardry | No-line-of-sight jump, carries passengers (distinct from Blink). |
| The Silencing Word | 8 | Vibhuti | Preemptive spoken silence; complements the contested Arcane Duel counter. |
Earlier additions also include Feather Fall, Enlarge/Reduce, Water Breathing, and Scry. All are new player options — clear them with your GM.
⌖ The Reliquary — Loot Tables
The Reliquary now rolls on a fourteen-category master table, and three categories use a two-step Common / Greater Hoard system in the old Unearthed Arcana style:
- Melee, Ranged, and Armour each split into two sub-tables. First roll d100 to route: 1–75 → the Common Hoard (mostly workaday gear, a couple of Rare, one Legendary), 76–100 → the Greater Hoard (Rare/Legendary-heavy, the only place an Artifact appears). Then roll d100 on that table.
- Monster-crafted gear — pieces forged from dragons, undead champions, Pyreborn, Weald-beasts, Titan-Blood, the Vraxxal, and the Khugron deep — lives in the Greater Hoards.
- New flat categories: Enchanted Ammunition, Scrolls & One-Use Castings (cast at their TN with no Essence cost, then crumble), and Mounts & Companions.