FAQ

This FAQ is intended for players with a background in Dungeons & Dragons (D&D) and "traditional" table-top roleplaying games. It attempts to explain the similarities and differences in rules and play procedure. This section will be appended with more questions over time. If you are new to tabletop role-playing games and do not understand some of the references below, do not worry!

CHARACTER CREATION

How do I generate ability scores?

There are no ability scores in the game. You start with only two attributes: Blood and Mana. These begin with the same value (6 each) for all starting characters.

What character classes and races are available?

There are no standard races or classes as classically understood in a typical D&D or D&D-adjacent campaign. You are assumed to be a human and the niche you fulfill in an adventuring party is defined by your starting Powers and subsequent development during the campaign.

What about skills? How do I know I know what my character is good at?

Your character begins the game with two Powers: skills or special qualities that make your character unique. They can be whatever you'd like, subject to the Referee's approval. You may refer to the Character Creation page for guidance on creating Powers.

I wrote up a really cool character backstory - how will you incorporate it into the campaign?

Tear it up and throw it away. While beginning characters should start with a broad concept in mind, strongly developed backstories are highly discouraged due for two reasons: 

With that in mind, you are encouraged to give your character some personality and even refer to things that they believe happened in their past. There is no guarantee that any effort will be made by the Referee to incorporate anything that happened to your character before your first session, but there might be scenarios where it makes sense and can enrich the narrative experience. In these situations, the Referee is the arbiter of the details of your character background and which parts of it are actually true.

PLAY PROCEDURE

What dice do I need?

A standard set of polyhedral dice should be sufficient (1d20, 1d12, 2d10, 1d8, 1d6, 1d4). A few extra d6s and an extra 1d20 are highly recommended.

How are death and dying handled?

When they lose all of their Mana, your character is in a helpless state. Once any amount of Blood is lost, your character falls unconscious and continues losing Blood based on the situation. If a character loses all of their Blood, they die.

What about raising the dead?

There are no resurrection scrolls or priests that perform this service all willy-nilly. A character rising from the dead would be a pivotal campaign event.

How are replacement PCs handled?

It is recommended to have a back-up character or two in your 'stable' that is all ready to go should your current character die. You may even have multiple active characters in the campaign. If you do not, you may make a new character on the spot with an expectation that they will be incorporated into play as soon as reasonably possible.

Initiative: individual, group, or something else?

There are no initiative rolls. At the beginning of a round, the Referee will ask what everyone is doing. Actions will then be resolved in the order they make sense, rolling to resolve any attacks or actions that may conflict with one another.

Are there critical hits and fumbles? How do they work?

There are no critical hits or fumbles.

What weapons can I use?

Characters are assumed to be relatively competent with most mundane weapons. You may have Powers that give you exceptional skills with some as well. Exceptions might be made for especially complex, exotic, or alien weapons.

Can I hurt my friends if I fire into melee or do something similarly silly?

Absolutely. A miss with a ranged attack will be at significant risk of hitting allies who are in melee with your target. There may be other situations (like firing through crowded hallways) that will have similar risks.

Will we need to run from some encounters, or will be able to kill everything?

The world is a dangerous place. There will definitely be highly lethal encounters.

Are there going to be cases where a single failed roll results in PC death?

Definitely.

How do I gain experience points?

There are no experience points.

You mean there are no levels?

That is correct. Your character improves by acquiring wealth,  receiving training, learning spells, gaining followers, and other supernatural events. All modes of character advancement are diagetic in nature and must occur through the course of play. 

How are 'skill rolls' or 'ability checks' handled? Description, dice rolling, or some combination?

You narrate what your character does and the Referee will arbitrate the result. If you have a relevant Power or Possession that would allow you to competently perform the action, then oftentimes there will be no roll at all. The dice will be consulted when the outcome is particularly dangerous, difficult, or uncertain. Conflict resolution is a heuristic technique that will be refined over the course of play.

What if I disagree with the Referee's ruling?

You are encouraged to speak up at the table and make your argument as to why the ruling should be handled differently, given the plausible outcomes of the current scenario or past precedent. The other players (Referee included) may briefly discuss and propose supporting or conflicting arguments. The Referee will then make a final ruling based on the discussion. Any disagreements will be resolved quickly and the game will continue. 

This approach requires all participants to discuss the situation in good faith and trust that the Referee is making rulings as fairly as possible. Follow-up discussions can certainly happen after the session, and retroactive rulings may occur where deemed appropriate.

Are retainers encouraged and how does morale work?

Retainers and followers are highly encouraged for those who want them; it's one of the methods to increase your characters influence and power! In some scenarios, retainers may also get 'promoted' to PC status (if a key vassal takes over his deceased master's affairs, for example).

Morale and loyalty for retainers is based on how they are treated and will be tracked in secret by the Referee. Abused or poorly compensated retainers may betray their master in any number of ways, and usually at inopportune times.

How do I identify magic items?

The function or purpose of arcane items can be identified on a case-by-case basis. Some NPCs may have this ability, whereas other times additional lore must be sought in the campaign world. In other cases, having a suitable Power may allow a PC to identify an item (like an alchemist being able to deduce the ingredients of a mysterious potion)

Can I buy magic items?

It is exceedingly rare to be able to purchase any kind of magic items with coin. There may be some NPCs in the world who traffic in the arcane and are willing to bargain their wares or enchantments. These situations would typically be quest-related in nature; there is no "Ye Olde Magick Shoppe" in the next village over.

I have all of this gold and treasure. If I can't buy magic items, what do I use it for?

Use it to hire retainers or mercenaries, buy property, improve weapons and armor, commission a sage or alchemist, or bribe corrupt officials.

Can I create magic items? When and how?

Some PCs may gain this ability depending on what they pursue over the course of the campaign. These will also be quest-related, and oftentimes risky or difficult.

What about splitting the party?

Because different players may attend each session, it will not be uncommon for parties to form and split. You may even have multiple characters doing different things in the campaign at different times. However, sticking together over the course of a single session is highly encouraged. Having a single group adventuring ensures that everyone has the opportunity for equal attention and playing time. If you wish to go off for a longer period and do your own thing, you can schedule a separate session with other participants of your choice.