The Unofficial Hollow Knight RPG

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The Unofficial

Hollow Knight RPG

Adventures in a Dying Kingdom of Bugs


Higher Beings,
these words are
for you alone.

1
Credits
Thank you to all those who have helped design
and playtest this system, including:
"Higher-ups insultor and maker of cowboys" Grey
“Tommy Lee Jones & James Earl Jones” Halex: artist, Nightmare appreciator
André “Blazer” Knights LemLems
Anon “The only based Russian” Limn, the dedicated scholar
Arch_Imedes “Time for Crab” Lonk
Baguette/Usakumo Olive “Zams”
battleviii Randy
Bugonovich Richter
Calypso Machin
Cyclist “The Champ” Maximum Toad
Dash Delta, the “beloved” Dicebot Voidman Supreme
Egg-Z Zee “Zee” Zee, Shitposter Supreme
Elijah Cloninger ...and all the ones who we forgot to mention.

This project is free to distribute.


This project has been carried forward by many contributors, some small and some deeply
involved. When playtesting and implementing changes, many voices contributed to the
arguments and ideas that came together into the system.
No member of our project is affiliated with Team Cherry, and we make no claim to the name or
setting of Hollow Knight, nor do we seek to make any profit from our rulebook. Effort has been
taken to appropriate as little as possible, while staying true to the spirit. It is a purely unofficial,
not for profit fan project we wish to share with like-minded bug appreciators.
Any commercial distribution to anyone under any circumstances is strictly prohibited.
This is version v1.0.15 of the project. The latest version can always be found here.

Hollow Knight © Copyright 2021 Team Cherry

2
Table of Contents
Preface 5 Proficiencies 45
How does rolling work? 5 Researching Arcana
and Practicing Arts 46
Attribute Checks 6
Task Difficulties 46
Rule of Flavor 6
Rule of Specificity 6 Advancement 47
Mystic Ranks
What is a Bug? 7
and Arcana 47
Primary and Secondary Attributes 7
Minor Advancements 47
Other Attributes 8
Pools 9 Weapon Arts 48
Preparing Arts 48
Building Your Bug 10
Using Arts 48
Templates 10
General Weapon Arts 49
Traits 11
Unarmed Arts 51
Natural Weapons 11
Nail Arts 51
Attribute Traits 15
Needle Arts 52
Mental Traits 17
Tusk Arts 52
Physiological traits 18
Natural Weapon Arts 53
Sense Traits 22
Hook Arts 54
Mystical Traits 22
Sling Arts 54
Body Traits 23
Shield Arts 56
Movement Traits 25
Counter Arts 56
Natural Defense Traits 26
Magic 57
Paths 28
Universal Spell Modifiers 59
Martial Paths 29
Arcana 61
Nail 29
Spire Arcana 61
Needle 30
Cloak Arcana 62
Tusk 31
Dream Arcana 63
Hook 32
Nightmare Arcana 64
Maw 33
Bloom Arcana 66
Shell 34
Thorn Arcana 68
Sling 35
Dust Arcana 69
Flask 36
Example Rituals 71
Mystic Paths 37
Spire 37 Charms 73
Cloak 38 Charm Rarity 73
Dream 39 General Charms 75
Nightmare 40 Social Charms 80
Bloom 41 Combat Charms 81
Thorn 42 Weapon Art Charms 83
Dust 43 Magic Charms 83

3
Path-Aligned Charms 84

Equipment 87
Weapons 87
Shields 94
Armor 96
Arcane Foci 98
Consumables 99
Stash and Recipes 99
Food 99
Potions and Alcohol 100
Flasks 103
Poisons 106
Traps 108
Other Equipment 111
Tools 111
Treasures 112
Collectibles 113
Belt Items 114

Combat 116
Initiative Order 116
Squares and Movement 116
Actions 116
Defending 118
Stamina Glossary 118
Damage
and Conditions 118
Focusing 121

Time, Travel and Rest 122


Time 122
Camp Actions 122
Environmental Dangers 123

Social 124
Endearing 124
Bullying 124
Deceiving 124
Convincing 124
Impressing 124

GM Resources and Useful Links 125

4
Preface
You are now reading The Unofficial Hollow Knight RPG, a game about bugs going on
adventures in dangerous and often bleak settings. It is inspired by the video game Hollow
Knight, created by the Australian development studio Team Cherry. This is a non-profit fan
project, and not officially affiliated with Team Cherry in any way.
If you are familiar with Hollow Knight, many of this book’s concepts will be familiar, but be
warned that some mechanics differ significantly from the video game for the sake of being
more fun and manageable in our tabletop system. A few even (gasp!) make assumptions about
or bend the lore a bit. If you are not particularly familiar with Hollow Knight, know that this
book contains no significant spoilers and does not require general knowledge of the game. A
few of the themes may take some getting used to, however, as the world of Hollow Knight is a
strange one.

How does rolling work? Rerolls


A check may have a number of rerolls when it
The Unofficial Hollow Knight RPG is a dice
is made. Immediately after a roll is made, the
pool system that uses (almost) exclusively
person making that roll may choose a
six-sided dice. On average, each player will
number of rolled dice up to the number of
want about eight six-sided dice, though
rerolls allowed, and roll them again. The
some rolls may take considerably more.
better of the two rolls is then used for each
Many actions require a roll, also known as a die.
‘check’, to count successes. A number of dice
Among other things, Attributes ending in
are rolled, and for each that comes up a five
“0.5” add a single die reroll to any check that
or six, that counts as a success. Different
uses that Attribute. Any time you wind up
types of rolls have different ways to figure
with half a die, the half-die becomes a reroll.
out how many dice are rolled and what the
target number of successes is.

5
Attribute Checks Rule of Flavor
Many actions taken by bugs are difficult This is a game of wacky bugs. Bugs can come
tasks, where success is not guaranteed. in all shapes and sizes, and despite our
When faced with such a task, a GM may extensive options, players are sure to come
require the bug to roll an Attribute check. up with bugs that aren’t quite represented by
There are two sorts of Attribute checks: what’s available. However, a GM should be
direct and opposed. Attribute check are open to negotiations if a player would like to
sometimes called by their used Attribute, so slightly change an ability, trait, or just about
a “Might check” is an Attribute check using anything else, as long as its intended
Might. mechanics remain. Damage types for
weapons and abilities can be whatever the
Direct Checks player chooses, so long as they remain
consistent after the choice is made, though
A direct Attribute check is rolled when the
this has little effect outside of resistances
bug needs to take an action that carries a
and vulnerabilities.
reasonable risk of failure.
A player should be able to work out a way to
First, the GM decides which primary
emulate just about any bug they choose, and
Attribute should be used for the roll. The bug
a GM should be open to helping them bend
then rolls a number of dice equal to that
any rules that get in the way of that.
Attribute and adds dice equal to the bug’s
highest rank in a relevant skill.
For example, a player’s bug attempts to swim
Rule of Specificity
to the bottom of a lake, and the GM calls for Specific rules and abilities trump general
a Might roll. The player asks if the bug’s ones. For example, as a general rule, a bug
“Athletics” skill is relevant, and the GM can add their Shell attribute to their Soak
agrees, granting the roll extra dice equal to rolls, but bugs with the Soft Body trait
the bug’s rank in “Soldier”, the proficiency cannot. As a specific trait, Soft Body takes
that grants them this skill. Highly specific priority over the general rule.
skills may add bonus rerolls: for example,
having a “Swimming” skill may add one; a
“Diving” skill may add two instead.
Welcome, little nymphs. My
Opposed Checks
name is Limn, and I will be
When a bug is interfering with or resisting
the effects of another bug’s actions, an
your professor this evening.
opposed Attribute check may be required. Take out your loose leaf and
Opposed Attribute checks are made much we’ll start with the basics.
like direct Attribute checks, but each success
negates a success toward the action or effect
opposed.
Limn’s Callouts
Certain parts of this book will be
One use of opposed Attribute checks is to
accompanied by similar callouts to
see through another’s efforts to lie. In this
provide explanations to some aspects of
case, the bug would make an Insight check,
the game as well as to present optional
and if as many or more successes were rolled
rules.
than the liar rolled to deceive, the deception
is revealed.

6
1. What is a Bug?
In this world, nearly every creature in the world is what would commonly be referred to as a
“bug”. These are humanoids, beasts, and monsters patterned off of all sorts of tiny
invertebrates. In this world, if you were to meet a snail, for example, it may actually be a very
snail-like person, who moves slowly and carries a large shell on his back. Or a weevil might be a
large pack animal, carrying goods across the desert for trade.
Bugs that are intelligent enough to talk are called “sapient”, while others are “feral”. There is
some blurriness in this distinction, as some feral bugs are just intelligent enough to learn to
communicate with great difficulty, and some fiercely intelligent bugs are lone predators that
never seek to learn language, but this distinction holds true in most cases.

Primary and Secondary Light Items


An item marked with Light or ‘L’ for its Bulk
Attributes weighs 0 Bulk. As an optional rule for GMs
who want to avoid players carrying around
The primary Attributes of a bug determine infinite tiny baubles, Light items can instead
the values of many of its secondary be counted as 1/3 of a point of Bulk, and
Attributes. Each primary Attribute and each simply count them against Load only every
pool (except for Heart) is capped at a value of third item.
7, the peak of what a mortal bug can attain.
It is possible to obtain half of a point in a
primary Attribute, tracking as a ‘.5’ value.
Grace
Rather than granting an additional die, a .5 How fine and quick a bug is able to be in
added to an Attribute allows the bug to reroll their movements.
one failed die roll when using that Attribute. Grace determines one’s effectiveness at
Two .5s in an Attribute combine to increase lobbing a ranged weapon or dodging
it to the next whole number. incoming danger. Grace is also used for
checks involving manual dexterity, balance,
Might or finesse.

The strength and physical fitness of a bug. Footwork


Might determines one’s effectiveness at A bug’s Footwork is equal to half its Grace,
swinging a weapon or parrying incoming rounded up. Each round, a bug may move a
blows. Might is also used for checks involving number of squares within enemy threat
shows of brute force, lifting power, or ranges equal to its Footwork without
strenuous athleticism. provoking an attack of opportunity. Leaving a
threat range still provokes an attack from the
Load threatening bug.
A bug’s Load is equal to its Might rounded
down. It may carry Bulk up to or equal to its
Load without penalty. A bug may carry Bulk
Shell
up to twice its Load, but will suffer a -1 die The thickness of a bug’s chitin and the
penalty to all Might or Grace based rolls and hardiness of flesh, determining their
must spend an additional 1 tax Stamina on resistance to punishment and maladies.
any action costing Stamina. A bug may not Whenever a physical attack successfully hits
carry more than twice its Load. a bug, that bug rolls Shell to soak that
damage, ignoring damage equal to the
successes rolled.

7
Belt Size Prolonged exertion may cost additional Belly,
at GM discretion.
A bug has a Belt Size equal to its Shell score
rounded down. The Belt is used by a bug to Hunger Effects
hold various items for quick access in intense
situations. A bug may transfer an item from a Belly
Effects
hand to an open Belt slot, or from the Belt to Value
an open hand, without spending any Speed.
Taking a Sleep with 0 or higher
Stowing or drawing an item from somewhere Belly fully replenishes a bug’s
other than the Belt, or picking up or 0 or Soul, and restores extra 1 Heart
activating an item lying around, costs Speed Above for each Sleep camp action. The
equal to that item’s Bulk, to a minimum of 1. bug also recovers from 1
Dropping an item is not stowing an item! Attribute damage per Attribute.
Spades can drop his shovel without spending
A bug with this much Belly gains
any Speed, but remember that any other old
-50 to -1 half as much Soul, rounded up,
bug could come along and pick it up while
from rest.
he’s busy.
In addition to the effect above, a
Insight -100 to
bug with this much Belly gets -1
to all Primary Attributes, but
How perceptive and intelligent a bug is. -51
may roll to spot food twice and
Insight is used for many aspects of magic, take the better result.
explained in chapter 6, as well as for any task
in which sharp wits, keen senses, or recalled Below The bug is dead, having
knowledge are important. -100 succumbed to starvation.

Technique Slots
Spook and Cute
A bug’s Technique slots are their space for
readying their Arts and Arcana for use, much Spook and Cute affect how a bug interacts
as a character in a game might assign their socially with other bugs. It can represent a
abilities to button or key commands. bug’s appearance, or how the bug acts, or
even how the bug smells.
A bug has Technique slots equal to their
Insight, rounded down. The bonus starting points of Spook and Cute
that you can distribute to your bug can be

Other Attributes broken up into half points, if desired.

Speed
Hunger and Belly Speed is determined by a bug’s size and
Hunger is determined by a bug’s Size and traits, and affects how quickly it can move
Traits, and affects how much food they must about. A bug may move a number of spaces
eat, while Belly is determined by Hunger and each turn equal to its Speed.
is a measure of how sated the bug is.. A bug
has maximum Belly equal to their Hunger Bulk
value or 10, whichever is higher.
Bulk is how much a bug weighs, should
Every rest, a bug loses Belly equal to its another bug wish to carry them. Small bugs
Hunger or 10, whichever is higher. Various have a Bulk of 2, Average bugs have a Bulk of
effects accumulate as Belly decreases, as 3, and Large bugs have a Bulk of 4. If the bug
detailed on the Hunger Effects table. is carrying more Bulk than their own, they
are treated as the greater of the two.

8
Notches Each rank taken in a mystic Path increases
maximum Soul by 1.
A bug has a base of 3 Notches plus their Path
Ranks. Notches are used for attuning
Charms, and sometimes for controlling
Stamina
minions. How much a bug can push themselves in a
round of combat.
Absorption Most actions taken during combat cost at
Some bugs have an Absorption score. After least 1 Stamina, and additional Stamina can
all DR has reduced the damage risked, and be dedicated to attack and defense rolls. A
Soak has reduced the damage taken, bug’s Stamina replenishes each round as
Absorption applies. Absorption reduces the their turn begins.
damage taken to 1, plus 1 for every time the Each rank taken in a martial Path increases
damage meets the score. Absorption reduces maximum Stamina by 1.
even DoT effects, and unsoakable damage.

Size Stash
Every bug has a size. Player bugs may be Some Paths give access to an additional pool,
Small, Average, or Large, as determined by Stash. It represents how many materials an
their template. Small and Average bugs inventive bug has on them to use in quickly
occupy a single square of space, while Large whipped up recipes. A Stash pool is gained
bugs occupy a space that is two squares wide only when a Path or other source grants it,
in all dimensions. and the base maximum Stash is equal to half
of the bug’s Insight rounded up.
Pools An item has a Stash cost of 1 if it is common,
2 if it is uncommon, and 3 if it is rare.
Unlike Attributes, which usually remain static Created items fall apart or lose their potency
during combat, Pools are resources that at the end of their scene, due to their
fluctuate regularly as actions are taken and improvised and temporary nature.
consequences endured.

Heart Addendum:
How much damage a bug is able to take Lifeblood and Glory
before dying.
Special abilities and magical effects can
Taking damage reduces Heart, and a bug provide an additional increase to a bug’s
reduced to 0 Heart dies. Particularly driven pools, which is tracked separately from the
bugs or those controlled by players may rest of the pool and does not count towards
enter Death’s Door when reduced to 0 Heart the pool’s maximum: Lifeblood Hearts, Glory
instead. Stamina, Glory Soul and Glory Stash.

Soul
These additional points go away when the
bug takes a Rest, unless noted otherwise.

A bug’s magical reserves of power. Lifeblood Hearts are always lost first, while a
bug can choose whether to spend their
All Spells and some abilities cost Soul, and it regular pools or Glory pool.
may also be used while focusing to heal. Soul
may be restored by resting. In addition,
dealing damage to an opponent with a melee
attack grants 1 Soul.

9
2. Building Your Bug
Templates
Small Bug
Might Insight Shell Grace
2 3 3 4
Heart Stamina Soul
6 3 3
Bonus to
Cute Spook
Cute/Spook
1.5 1 1
Hunger Speed
Starting: -1
7
Max: 15

Average Bug
Might Insight Shell Grace
3 3 3 3
Heart Stamina Soul
7 3 3
Bonus to
Cute Spook
Cute/Spook
1 1 1.5
Hunger Speed
Starting: 4
6
Max: 20

Large Bug
Might Insight Shell Grace
4 3 4 2
Heart Stamina Soul
8 3 3
Bonus to
Cute Spook
Cute/Spook
1 1.5 1
Hunger Speed
Starting: 9
5
Max: 25

10
Traits
To build a bug, one must first choose a template, gaining the values in all listed Pools and
Attributes. After choosing a template, a player may choose additional Traits to add to their
bug. Traits each have a Hunger value, which is added to the template’s starting Hunger. Total
Hunger cannot exceed the template’s max Hunger. A player’s bug may have up to seven Traits.
Unless Traits are taken to change these, player bugs are assumed to be omnivorous and have
two legs, two arms, and two to eight eyes.
Some Traits, indicated by black dots, are Sub-Traits. These Traits require you to take the
non-Sub-Trait above them before they can be taken and do not count against the seven Trait
limit. Traits indicated by white dots are Sub-Traits of Sub-Traits and require both the
Sub-Trait with a black dot above them and the base trait to be taken.

Natural Weapons
flask can be flavored differently, such as glue
being a venom that makes the target
sluggish. If taken as a Subtrait of Stinger,
Natural weapons have a base Quality of 1, and reduce the Hunger cost by 2.
a base Bulk of Light. The Bulk of a natural
weapon never counts against the bug’s Load. The bug gains the recipe of their Exotic
Venom, and can produce it even without the
Natural weapons that are lost or destroyed correct Stash Path, as long as they have any
regenerate at 0 Quality after a rest with source of Stash.
positive Belly. Natural weapons that are
damaged recover 1 Quality each rest. Horn
Crushing Mandibles +2 Hunger

+1 Hunger, +0.5 Spook This bug has a large horn atop its head. This
is a natural weapon which deals 2 damage.
This bug has large mandibles capable of The first successful hit with a horn attack
tearing through flesh. These are a natural each round also causes one stack of
bite weapon which deals 2 damage. The Off-Balance to the target.
mandibles may be dedicated to grapples as if
they were a limb.

● Oversized Mandibles
+2 Hunger, +0.5 Spook, -0.5 Cute
This bug’s mandibles are incredibly huge,
dealing 3 damage instead of 2, and granting a
+2 die bonus on checks to grapple or
maintain a grapple they are dedicated to.
Oversized Mandibles have 1 bulk.

Exotic Venom
+0 Hunger (Common Poison or Flask)
+2 Hunger (Uncommon Poison or Flask)
incompatible with Paralyzing Venom
May be taken as a sub-Trait of any Trait
which inflicts DoT as part of a Status Effect.
The bug’s venom takes the effects of a
poison, or a targeted or ingested flask effect,
instead of its normal DoT. The effects of the

11
Irritant Bristles The bug gains the recipe of their Fluids, and
can produce it even without the correct
+3 Hunger, +0.5 Cute Stash Path, as long as they have any source of
Stash.
This bug has bristles that lodge into
attackers. Whenever a bug hits this bug with
an attack from within 3 squares, they are
● Heavy Shot
inflicted with a 3-point Status Effect that The projectile deals 1 more damage and is
gives all rolls beside Shell checks a -1 die considered a heavy weapon. Can be taken
penalty per 3 points of the status, to a with Crippling Shot, Obscuring Shot or
minimum of -1. The victim may resist this Spray.
effect with a Shell check, reducing the
duration of the Status Effect by 1 point for ● Obscuring Shot
each success.
The projectile deals no damage, instead
The bug may also attack with the bristles as a targeting the senses of other bugs. When this
range 3 or melee natural weapon, dealing no bug makes an attack with its natural
damage besides the Status Effect. projectile, it chooses a sense to target. The
bug hit loses access to the sense, in the form
Natural Projectile of a debuff with a pool equal to the damage
the attack would have dealt.
+4 Hunger
This bug can launch a projectile from its ● Spray
body. It deals 2 damage and has a range of 4
squares. This natural weapon has the Sling The projectile affects a Cone of short, long or
weapon type. This Trait may not have wide size, chosen when this trait is taken. It
multiple Sub-Traits unless otherwise stated, costs 1 extra tax Stamina to use, which also
but may be taken multiple times with applies to attacks made with weapon arts. It
different Sub-Traits on each. is resolved as an AoE. May be taken with
Crippling Shot, Obscuring Shot or Fluids at
● Crippling Shot the cost of +2 Hunger.

The projectile deals no damage, instead Natural Secretion


inflicting a debuff. When this trait is taken,
choose a Primary Attribute, Pool, or Speed. +3 Hunger, +0.5 Spook or Cute
When the projectile hits, the affected bug When this trait is chosen, pick any single
makes a Shell check. The hit lowers the common or uncommon flask. During their
Attribute or maximum Pool by 1 point, unless turn, this bug may spend Stamina equal to
it accrues 2 successes on the Shell check. the Stash cost of the chosen flask to gain a
This is a debuff with a pool equal to the 2-point Status Effect. If the chosen flask is
damage the attack would have dealt. For Rejuvenating or Terrain+, its Targeted or
every 2 points in the pool, the debuff’s effect Ingested effect may be used on this bug, or
increases by 1. its Terrain effect may target this bug's
square. Doing so ends the Status Effect
● Fluids immediately.
This bug's projectile can contain a certain While under this Status Effect, this bug is
concoction. Choose one common flask covered in that substance, and applies its
effect, or one uncommon flask effect for +2 Targeted effects to bugs engaged in a grapple
Hunger. Instead of its normal damage, the with this bug, or attacking it with natural
projectile delivers that flask’s effects. Even if melee weapons; or applies its Terrain effects
the flask effect normally has an AoE, it will to the square of that bug, and only that
not affect this bug’s square unless this bug square.
chooses for it to do so.
When the secreting bug takes damage,
Terrain flask effects apply to adjacent

12
squares. Dodging the effect as an AoE applied, though the bug may apply less
requires 1 success. Rejuvenating effects of venom if they wish.
the secretion may apply once per use of this
Paralyzing Venom is a Status Effect that gains
ability, per bug. Flask effects can only be
additional effects depending on how many
triggered once by the same attack or grapple.
stacks the bug is afflicted with and are
Additionally, this bug is immune to the detailed in the following table.
harmful effects of their own secretions.
Effects of Paralyzing Venom
● Secretion Trail
Stacks Effects
+3 Hunger
This bug can instead release a trail of their The afflicted bug’s maximum
natural secretions by spending Stamina equal 1 Stamina is decreased by 1 for as
to the Stash cost of the chosen flask. Every long as it has this status.
square this bug moves through on this turn is
The afflicted bug receives a -1
covered by the secretions, applying any
5 die penalty to attack and
Terrain effects to the square until the end of
defense rolls.
the bug’s next turn.
When a bug crosses the trail for the first This status takes a scene rather
time in a turn, or begins its turn in the trail, than a round for a point to
10
it is afflicted with the secretion's targeted decay, and may no longer be
effects. If the secretions have a Terrain+ burned off with Stamina.
effect, this bug may choose for the trail to
have no effect other than to detonate at the The afflicted falls unconscious
end of its turn, removing the trail and 15 and remains so until this status
applying the secretion's Terrain effect to all drops below 15 points.
squares on or adjacent to the trail, as an AoE
The afflicted bug dies of organ
with 1 success. 20+
failure.
Rejuvenating effects of the secretion may
only apply once per use of this ability, per
bug. Pincers
Natural Tool +1 Hunger, +0.5 Spook
This bug has a pair of formidable pincers at
+1 Hunger
the end of two of its arms. These are natural
This bug has a body part or appendage that weapons which deal 1 damage. They have +2
can be used as a certain Tool, chosen when rerolls on checks to grapple or maintain a
taking this trait, but which cannot be used as grapple they are dedicated to. Pincers are a 2
a Tool weapon. This Tool has 1 Quality, and damage weapon against bugs already
Minor Advancements may be spent to grappled by them. Pincers may be used for
increase its Quality. Tools that fill a very Unarmed Arts.
specific role may have increased Quality,
such as claws that specifically excel at ● Oversized Pincers
digging through ice, or a flint-like shell that
can be struck to start small flames. +5 Hunger, -0.5 Cute, +0.5 Spook
One or both of the pincers now deal 3
Paralyzing Venom damage instead of 1, and 4 to bugs already
grappled by them.
Paralyzing Venom may be taken as a
sub-Trait of any Trait which inflicts DoT as Oversized pincers cannot wield things such
part of a Status Effect. In place of DoT, twice as weapons and shields effectively, or
as many stacks of the Paralyzing Venom are perform dexterous tasks that normally

13
require fingers or similar implements.
Oversized pincers have 1 Bulk and are a Tusk
Sharp Proboscis
weapon. +1 Hunger

Scythe Arms This bug possesses a long needle-like mouth.


This is a natural bite weapon that deals 1
+0.5 Spook damage. It bypasses the damage reduction of
armor, and Soak rolls against it are made at
Two of this bug’s arms end in scythes, which
-2. If the bug has Bloodsucker, they regain
are natural weapons that deal 2 damage, and
the full value of Belly they drain through
can always be paired with one another.
their proboscis.
Scythe arms can grasp objects, but not
perform dexterous tasks such as wielding a
weapon or shield effectively.
Slam
Scythe arms count as any one weapon type +1 Hunger (Small)
for Arts, chosen at character creation, and +2 Hunger (Average)
begin with a weapon modifier, though may +3 Hunger (Large)
not obtain another by spending an Attribute This bug is weighted to allow it to throw its
advancement. bulk around to knock out the competition. If
the bug moves at least 1 space toward a
target or performs a jump action, it can make
a single Slam attack against that target which
deals 2 damage for a Small bug, 3 for an
Average bug, and 4 for a Large bug. Attempts
to parry it are made at -2.
Large Slam attacks are a heavy weapon, and
Average Slam attacks are 1 Bulk.

Spiky
+3 Hunger, +0.5 Spook
This bug is partially covered in spikes, and
may use these as a natural weapon dealing 2
damage. Additionally, whenever this bug is
grappled or attacked with a natural weapon
and is hit or parries with the spikes, the
attacker takes soakable damage equal to
Stamina spent on the attack, as well as
Sharp Claws Stamina spent to move or hinder this bug
while grappling.
+1 Hunger
Bugs grappling or grappled by this bug take 1
This bug’s fingers are tipped with vicious
soakable damage at the start of each of their
claws, which deal 1 damage, and can always
turns.
be paired with any weapon. They may hold
objects and perform dexterous actions
without penalty, but require a free hand to
Stinger
use. When a sharp claw strikes as a paired +3 Hunger, + 0.5 Spook
attack, its base damage increases by 1.
This bug has a retractable stinger in its
abdomen.
This is a natural weapon that inflicts 3
damage over time, but receives -2 to hit

14
unless the user is either flying or successfully
grappling the target. Stingers are 1 Bulk.
Bug of Burden
+1 Hunger
● Prehensile Tail This bug’s Load is increased by 1. This trait
+2 Hunger, +0.5 Spook may be taken up to three times, but has a
value of +2 Hunger each time it’s taken past
This bug’s stinger is instead located at the
the first.
end of a tail, and has no penalty to hit.

Tentacle Bulky Shell


+1 Hunger
+3 Hunger, +0.5 Spook
This bug has a huge shell, which often gets in
The bug possesses a long, lashing tentacle. It
the way. Before any other trait modifications,
can hold, but not wield, objects. It has Reach
increase its Shell to 4, then decrease its
and can deal 1 damage. The tentacle may be
Grace or Speed by as many points as Shell
used to grapple at Reach, but its Might is
was increased. This trait also increases a
always treated as 3 when doing so. Tentacle
bug’s Bulk score by a single point.
may be taken multiple times. Each tentacle
after the first dedicated to a Reach grapple
adds +1 to the Might check.
Clumsy
May be used for unarmed Arts. -3 Hunger, +0.5 Cute
This bug is quite clumsy, decreasing its
Venomous Bite Grace by 1. This trait may be taken twice.
+3 Hunger, +0.5 Spook or Cute
Concentrated Might
This bug’s bite becomes a natural weapon
capable of dealing 1 damage and inflicting 2 +1 Hunger
DoT. If it has any form of bite attack, then it This bug has the strength of a bug many
instead inflicts the DoT through said attack, times its size. Before other trait
but 1 Stamina must be spent to do so. This modifications, increase its Might to 4, then
does not stack with other DoT from the same decrease its Grace by as many points as
attack, but may be taken as a subtrait of said Might was increased.
bite.
Venomous bites cannot be paired weapons.

Attribute Traits
Attribute Traits modify a bug’s Attributes.
Those that are allowed to be taken multiple
times may be taken as a sub-Trait of
themselves.

Bookworm
+1 Hunger
Daydreamer
This bug has neglected its body to improve
its mind. Before other trait modifications, -2 Hunger, +0.5 Cute
increase its Insight to 4, then decrease its Always reminiscing and captured by
Might or Shell by as many points as Insight sentiment, this bug pays poor attention to
was increased. what is in the here and now. It has a -2 die
penalty on Initiative checks.

15
Dazzling Mighty
+1 Hunger, +1 Cute +2 Hunger, +0.5 Spook
This bug is pleasing to the senses, and tends This bug is exceptionally strong, increasing
to put other bugs at ease. May be taken its Might by 0.5. This trait may be taken
twice. twice.

Dull Savant
-3 Hunger +1 Hunger
This bug is simple minded, decreasing its This bug is brilliant, but lacks the social
Insight by 1. This trait may be taken twice. instincts most others have. Insight is
increased to 4 before other trait
Frail modifications, but the bug receives a -3 dice
penalty to all social checks requiring any
-3 Hunger
form of conversation.
This bug is delicate, reducing its Shell by 1.
This trait may be taken twice. Slow
Graceful -2 Hunger
This bug is sluggish, decreasing its Speed by
+2 Hunger, +0.5 Cute
1. This trait may be taken twice.
This bug is exceptionally nimble, increasing
its Grace by 0.5. This trait may be taken Spindly Grace
twice.
+1 Hunger
Hearty This bug is frail and elegant, despite its size.
Before other trait modifications, Increase its
+4 Hunger
Grace to 4, then decrease its Might by as
This bug is of a particularly hearty breed, and many points as Grace was increased.
so they gain 1 maximum Heart.
Spooky
Infirm
+1 Hunger, +1 Spook
-4 Hunger
This bug is deeply unsettling, and puts other
This bug’s best years are behind it, and it has bugs on edge. May be taken twice.
1 fewer maximum Heart.
Sturdy
Insightful
+2 Hunger
+2 Hunger
This bug is exceptionally resilient, increasing
This bug is exceptionally perceptive, its Shell by 0.5. This trait may be taken twice.
increasing its Insight by 0.5. This trait may be
taken twice. Swift
Keen +2 Hunger
This bug is fast, increasing its Speed by 1.
+2 Hunger
This trait may be taken twice.
This bug is able to react and adapt swiftly to
new situations. It has a +2 die bonus on
Initiative checks.

16
Weak Destitute
-3 Hunger, +0.5 Cute -2 Hunger, +0.5 Spook
This bug is quite weak, decreasing its Might This bug has struggled to get by in the
by 1. This trait may be taken twice. wastes, and is used to running on an empty
stomach. They require less Food, but have
Mental Traits 50% the normal starting money.

Feral
Civilized
-5 Hunger
-5 Hunger, +1 Cute
This bug is not sapient, and their Insight and
This bug is not accustomed to hardship and Soul decrease by 1. This bug’s minimum Belly
pain. Whenever they have less than a full lost per rest is 5 instead of 10. Feral bugs may
Heart Pool, the bug suffers a -1 die penalty to use the greater of Might or Grace for their
attack rolls and Attribute checks. natural weapons, but Grace-based melee
This bug’s minimum Belly lost per rest is 5 attacks are at a -1 penalty unless it possesses
instead of 10. Ranks in a Path that allows Grace for melee
attacks.
Dastardly Feral bugs cannot use non-natural weapons
+3 Hunger, -0.5 Cute and tools.

This bug is no stranger to desperation, and ● Tool-User


will do anything to see tomorrow. When at 1
Heart or below, this bug’s Speed increases by +3 Hunger
2, and they gain +2 dice on Soak rolls. This bug is able to use crafted weapons and
tools, at a -1 die penalty.

17
Hivemind Talent
+2 Hunger, +0.5 Spook and Cute +2 Hunger
This bug has an instinctual penchant for This bug has a natural penchant for a
teamwork, and receives bonuses when particular skill. When using that skill to add
working in tandem with allies. It gets +1 dice to a roll, one of those dice is an
bonus die to hit a target that has been hit by automatic success instead of being rolled.
an ally since this bug’s last turn. This Trait may be taken multiple times, but
never for the same skill more than once.
Additionally, this bug gains +1 reroll to
relevant rolls when crafting or performing a
profession alongside another doing the same Physiological traits
task.
Alien Body
Pampered
-4 Hunger
+2 Hunger, +0.5 Cute
This bug’s body is configured strangely.
This bug is used to a life of luxury and is thus Depending on how visible these differences
used to having plenty to eat and drink. They are, this Trait grants up to +2 Spook at the
require more Food to stay fed, but gain 50% cost of equal loss of Cute. Healers of most
extra starting money. kinds find it difficult to understand and heal
this bug. Any attempt by an outside source to
Phobia heal this bug loses 1 success after it is rolled.
-4 Hunger, +0.5 Cute When using a drug or potion not specifically
This bug has a debilitating fear of something made for this kind of bug, roll a die. On a 1-2,
in particular. When faced with its fear, the it has no effect. On a 3-4, it has its normal
bug must make an Insight check. The effect. On a 5-6, it has double its effect.
difficulty of this check is determined by the
GM based on how commonly the feared Autobrewery
object or concept is encountered and the +2 Hunger
severity of the current exposure.
This bug is capable of fermenting alcohol
If the bug fails this check, they receive a -1 within its body. Over the course of a rest,
die penalty to all rolls other than Soak and they produce 1 portion of gutbrew at the cost
may not willingly confront or approach the of 10 Belly.
target of their fear. This lasts until they can
no longer sense their fear and a number of A bug with the Large Stomach Trait may
rounds have passed equal to how many store up to 2 portions worth of gutbrew in
successes by which they failed the Insight their stomach instead of normal Food.
check. Alcohol stored in the stomach does not
count against carry Load, and may be used
Plucky by the bug at any time.
+3 Hunger, +0.5 Cute
Blood of the Ancients
This bug has a Pool of 3 Pluck points. These
may be dedicated to any roll, but add a reroll, +1 Hunger
rather than bonus die, to the roll. It may be Within this bug flows the blood of ancient
dedicated even after the roll is made. Pluck ocean-dwellers, which possesses miraculous
recovers fully if the bug rests with 0 or properties. When another bug drinks 1
greater Belly. Heart’s worth of this bug’s blood, they gain 1
Maximum Pluck is increased by 1 point for Lifeblood Heart.
every two open trait slots the bug has.

18
Bloodsuckers can instead drain this bug’s it when spending points from the chosen
Belly to gain this benefit, once per rest. pool, to be spent later.

● Primal Ichor Devouring a corpse in combat for this bug is


a Focus Action.
+3 Hunger
This bug's blood has strong healing
Herbivore
properties. Bugs who consume it are granted -4 Hunger, +0.5 Cute
an additional Lifeblood Heart, heal 1 point of
This bug gains no Belly or beneficial effects
damage to any Attributes and are cleared of 1
from eating flesh, and finds the taste
point of all DoT and negative Status Effects.
repulsive.
This bug may take completely unsoakable
damage to cure an equal number of points of Hibernation
those effects from themselves, as a Focus
+3 Hunger
Action.
With this trait, a bug can stay still or
Bloodsucker sedentary for extended periods of time
without running out of oxygen or food. While
+4 Hunger
Hibernating, a bug cannot suffocate and its
This bug may drink fresh blood for Belly consumed per rest is reduced to 5.
sustenance. It may draw blood using a 0
However, a Hibernating bug suffers a -2
damage bite attack; on a success, it gains 5
penalty to notice things happening around it
Belly and the target loses 10 Belly. If the
unless directly interacted with, and loses its
target is willing, incapacitated, or freshly
first turn if woken abruptly.
slain, those numbers are doubled and this
bug may trigger this ability multiple times, Hidden Beauty
paying 1 Stamina per additional use.
+2 Hunger
This trait may be taken as a subtrait of a
natural weapon used for a bite attack. If you This bug has plumage or some other
do, it may only be used with that natural beautiful cosmetic that may be revealed for a
weapon. +1 Cute bonus.
This trait may be taken as a sub-Trait of any
Carnivore other Trait. If it is, then the chosen Trait is
-4 Hunger, +0.5 Spook undetectable unless this bug chooses to
display it.
This bug gains no Belly or beneficial effects
from eating plant matter, and finds the taste Hidden Threat
repulsive.
+2 Hunger
Devourer This bug has frills or some other threatening
+4 Hunger (Heart) cosmetic that may be revealed for a +1 Spook
+2 Hunger (Soul) bonus.
+1 Hunger (Stamina) This trait may be taken as a sub-Trait of any
When choosing this trait, a bug must select other Trait. If it is, then the chosen Trait is
one of its Pools. When this bug consumes at undetectable unless this bug chooses to
least 20 Belly worth of flesh or blood from a display it.
sapient bug, it may regain 1 point in the
selected Pool, up to a cap of one higher than
that pool’s maximum. If the point is a point of
Soul or Stamina, the bug can choose to save

19
Large Stomach Molting
+5 Hunger +1 Hunger
This bug is capable of eating vast quantities This bug has extraordinary regenerative
of food. It can consume and store food in abilities and may shed its old carapace in
excess of its Hunger score, up to 20 extra order to recover from many injuries. Over
Belly. This additional reserve of Belly can be the course of a rest, this bug may choose to
spent in place of Stamina at a rate of 10 Belly regrow a limb, fully recover a natural
for each Stamina spent. weapon’s Quality, or restore an additional
Heart at the expense of 5 extra Belly
Luminous consumption.
+1 Hunger, +0.5 Spook or Cute Resting with 0 or greater Belly also fully heals
all Primary and Secondary Attribute damage.
This bug may emit a glow bright enough to
see up to 7 squares away. While this light is
on, attempts to spot this bug via sight are
● Drop Decoy
always successful so long as line of sight is +2 Hunger
possible.
This bug may safely detach its limbs at will.
Minor Flaw Limbs detached in this way twitch and
secrete pheromones that trick feral bugs and
-1 Hunger, +0.5 to Spook, Cute, or Both those that rely on scent into believing the
limb to be this bug until closely inspected.
The bug has a small defect, giving it -1 to a
particular use of a skill or attribute. May be Bugs with the Prehensile Tail Trait may
taken multiple times, and can be taken as a detach their tail instead. A bug with only one
Subtrait of itself up to twice. arm left gains the One Arm Trait until it
regenerates; and gains the Armless Trait if it
has no arms left. A bug with one or fewer
legs remaining gains the Legless Trait until it
Not all weaknesses are has at least two legs again.
obvious, like a tendency to ● Quick Molt
knock things over with your wings. +4 Hunger
Yes, looking at you, Herkal. Learn your This bug is able to molt extremely quickly. By
foibles, for their severity can range expending the appropriate amount of Belly, it
from an inconvenience to a fatal flaw. may Focus to molt, for up to 15 Belly. While
molting, and for 3 rounds afterwards, the bug
On Minor Flaws may not add Shell to its soak rolls.

No bug is perfect, everyone is flawed in Osmotic Aid


their own unique way. If you have
+2 Hunger
trouble thinking of an appropriate flaw,
here are some examples to inspire you: This bug and those that rest near it recover
an additional Heart each rest.
● One eye: -1 to checks relying on
sight, +0.5 Spook
Pheromones
● Poor memory: -1 to lore checks
+3 Hunger
● Klutzy: -1 to checks requiring
coordination This bug can release a cloud of special
pheromones once per scene at the cost of 1
Stamina. This cloud is undetectable by bugs
without the trait Scent and affects

20
everything within 5 squares of the user. The A target may instead be webbed directly,
user adds 1 die to social checks made on bugs which works as a Natural Net Weapon.
affected by the cloud.
The cloud lingers for the rest of the scene
and everything within is utterly undetectable
to bugs that rely on Scent.

Predigestion
+2 Hunger
This bug may spend a rest converting food
up to its Belly value into food edible to both
carnivores and herbivores. It may also
convert Belly it has already consumed for
this purpose, but may not reduce its Belly to
below 0 in the process. This food spoils if not
eaten or preserved during the same rest it
was produced.
The Large Stomach Trait allows up to 20
Song
additional Belly worth of food to be +1 Hunger
converted.
This bug is capable of creating a distinctive
Scavenger song, capable of being heard over long
distances. When this trait is chosen, the song
+4 Hunger, -0.5 Cute must be defined as either soothing or
This bug gains +2 to resist potion overdoses, haunting. If soothing, the user treats its Cute
and rotten food does not lose its Belly value as 1 higher in interactions with bugs who
for the bug or inflict poison DoT to the bug. have heard its song. If haunting, the user
The bug can smell rotting plants and meat treats its Spook as 1 higher instead. Songs
for vast distances, and gains a +2 bonus when created by this trait are known to sometimes
searching for rotten food. attract the attention of spirits.

When the bug makes a Stash Scavenge roll, Stench Cloud


two of the dice are automatic successes.
+1 Hunger, -0.5 Cute
Silk Production This bug can release a cloud of unbearably
+5 Hunger smelly pheromones, affecting adjacent
squares. Bugs within the cloud who are not
This bug is capable of expelling sticky of the bug's species and are unused to such
strands of silk. This may be used as a rope, stenches receive -1 dice to all rolls made
which gives +2 to climbing attempts and can within the cloud, and everything within is
be used to cross gaps. utterly undetectable to bugs without Stench
Web may also be placed up to two spaces Cloud that rely on Scent.
away by spending a Stamina, though this may The bug may turn their stench on or off as a
only be done once per turn. Bugs attempting Focus Action.
to leave a webbed square must roll more
than 2 successes on a Might check or be held
in place, wasting the remainder of their
movement. Extra Stamina may be dedicated
to this check for bonus dice. Ignoring rough
terrain makes one immune to the effects of
webbed squares.

21
Sense Traits
surfaces can be detected unless they remain
perfectly still.
This sense is not affected by darkness,
Blind though especially noisy things nearby may
-5 Hunger reduce this sense’s range as darkness would
for sight.
This bug completely lacks a sense of sight.
Scent and Tremorsense may be taken as
sub-Traits of Blind. Mystical Traits
Compound Eyes Barren
+4 Hunger +2 Hunger, +1 Spook
must have a Shell score of 2 or greater
This bug has a pair of large compound eyes
incompatible with Soft Body
and a keen spatial awareness. It gets +1 reroll
on rolls to detect things by sight, and may Offspring produced by Dust-Cursed bugs
increase the range of any ranged attack they may carry some of the curse themselves.
make by 1 square. These bugs’ shells have a dry, chalky quality
to them, not unlike the shell of a husk, and
Darkvision they are possessed of a similar resilience.
The bug’s Shell score becomes an Absorption
+2 Hunger, +0.5 Spook score instead, though it can still be used to
This bug can see just as far in any darkness as make Shell checks to resist.
they could in fully lit conditions. This bug’s However, whenever the bug takes Heart
eyes also faintly glow, making it very easy to damage from an attack, their Absorption
spot in total darkness unless its eyes are score decreases by 1, to a minimum of 2.
closed. Effects that would damage Shell damage
Absorption instead, to a minimum of 1.
Nearsighted Absorption damage heals at a rate of 1 point
-2 Hunger each time the bug rests.
This bug has particularly poor eyesight. It is Should a Barren bug ever die of starvation,
blind beyond 10 squares. they immediately become a Husk with a Shell
score equal to their current Absorption, as if
Scent they had the Dust-Curse. However, the
Dust-Curse grants them a Husk’s innate
+4 Hunger immunity to damage from Sandstorms.
This bug may effectively “see” as long as they
are not adjacent to more than three bugs.
This sense is not affected by darkness,
though especially smelly things nearby may
reduce this sense’s range as darkness would
for sight.

Tremorsense
+4 Hunger
This bug may effectively “see” when in
contact with the ground or a wall, or within a
liquid. Airborne bugs are harder to pinpoint,
and this bug receives -2 dice penalty on
attack rolls made to hit them when using this
sense alone. Bugs on the other side of solid

22
Pale Fluff This difficulty can range
impossible, at GM discretion.
from -1 to

+3 Hunger, +0.5 Cute


Some part or all of this bug is covered in fluff
Contortionist
strongly attuned to the patterns of the +1 Hunger
dream. After Resting, the bug regains 1 Soul.
This bug’s body is thin or bendy, able to slide
If it exceeds their maximum, they gain 1
into small spaces. It can squeeze into spaces
Glory Soul instead.
fit for a bug one size smaller than it without
This bug also always knows when it is in the penalties.
presence of spirits or powerful magic. At GM
discretion, it may have a vague idea of how ● Unfold
powerful the source is upon a successful
+2 Hunger
Insight check, but cannot pinpoint the
must be of Large size
source with this sense alone.
This bug may spend 1 Stamina on its turn to
Soulmates stretch its body out, occupying 4 squares in a
straight line horizontally or vertically. At the
+3 Hunger
start of its next turn, the bug folds back up
must be taken by two bugs together
from any of the occupied squares.
These two bugs are bonded by fates
intertwined. Be it as lovers, rivals, comrades, Extra Arms
or nemeses, they will always find their way
+4 Hunger
back to each other.
This bug has an extra pair of arms equally as
These two bugs have a Soul pool shared
functional as their others.
between the both of them, though a bug may
deny the other from accessing their portion
of the shared Soul pool. The Soulmates feel
Extra Legs
an instinctive pull in the direction of their +3 Hunger
counterpart.
This bug has one or two extra pairs of legs,
Spiral Mark and gets +3 bonus dice on any roll to resist
being knocked down or displaced and its
+4 Hunger maximum Load is increased by 1.
The bug's shell is marked by a spiral, a If the bug would be moved by an ability with
mystical pattern which warps magic around no check to resist, it may roll 3d6, and resist
it. The bug may spend one Soul when they on at least 1 success.
are affected by magic damage. If they do,
they may attempt a Soak roll against the ● Polypod
damage.
+3 Hunger
Bugs with an Absorption score or external
This bug has many, many legs. It cannot be
shell that has an Absorption score may use
knocked down or displaced by anything less
that value in place of Shell on the roll.
than fully lifting it from the ground.

Body Traits It also may choose to reduce its Speed by 1 in


order to ignore the effects of rough terrain
during its turn.
Armless
-10 Hunger
This bug has no arms, and so cannot wield a
weapon or shield, and has great difficulty
doing things that rely on manual dexterity.

23
Itsy Bitsy Natural Saddle
+2 Hunger, +1 Cute +1 Hunger
must be of Small size
This bug's body is perfect for a rider. It has +2
This bug is exceptionally small, and its Might Load for carrying passengers.
and Bulk are decreased by 1. This bug may
not take other Traits that affect its Might One Arm
score. Because of its size, the bug can fit into
-4 Hunger
very small spaces, and is more easily
overlooked in favor of greater threats. This bug has one arm, and so may only wield
a single one-handed object. Cannot be taken
This bug treats all weapons or shields with
with Armless.
Bulk over Light as two-handed, and any
natural weapons it has that deal more than 2
damage are reduced to 2 damage.
Soft Body
Undetected itsy bitsy bugs may latch onto a +0.5 Spook or Cute
Large or larger bug without being noticed, This bug lacks an exoskeleton, but has
and may suck blood freely if they also have increased Heart. Shell may not be added to
Bloodsucker Trait, without dealing damage Soak rolls, but increase Heart by 4. The bug
or alerting the bug. Dealing damage or heals 2 additional Heart when resting.
draining Belly to a negative value always
alerts the bug. ● External Shell
+5 Hunger
This bug’s body is soft and vulnerable, but
they have an external shell into which they
may retreat for safety. This shell has
Absorption and durability equal to this bug’s
base Shell score (base Shell is the bug’s
normal Shell score ignoring buffs, debuffs,
and Attribute damage).
This bug may spend 1 Stamina during its turn
to retreat into or leave its shell. While within
Legless its shell, the shell takes all attacks for the
bug, who may not attack, defend, target
-2 Hunger Spells outside its shell or move while inside.
The bug has no legs to speak of, and must This shell is a part of the bug and the bug it is
wriggle, slither, or slide along the ground. It attached to decides whether it counts as an
receives a -1 to dodge rolls, and -1 to Speed, object or not for any Spell or ability that
but receives a +1 to resist effects that would affects objects differently.
move it or give it Off-Balance stacks.
The external shell recovers 1 durability
Effects that would grant no roll instead grant whenever this bug rests or heals from
a 1d6 to resist them. focusing, and is also repairable as armor
would be.
● Aquatic Tail
+1 Hunger ○ Hoarder
Though the bug is ill suited to moving on +2 Hunger
land, their long tail is capable of moving This bug has an external shell made of many
swiftly through the water. They suffer no small trinkets and objects. If a mundane
dodge penalty in the water, and have +3 object that would cost 100 Geo or less would
Speed while swimming.

24
be useful in a given situation, the bug may
take it off of their shell, at the cost of 1 Movement Traits
Durability. Retrieving an item in this way
during combat costs 3 Stamina. Climbing
Weapons produced last for 1 combat, but +2 Hunger
have Quality of 0. Items obtained in this way
are worn, easily broken, and do not sell for This bug may move at full speed while
anything. Edible material may not be climbing, and can even climb on ceilings.
obtained in this way. This bug also does not need to roll to
successfully climb except on greased or
○ Shell Thief moving surfaces.

This bug’s external shell is not a part of its Leaping


physiology, and instead the bug is adapted to
use shells it comes across, provided they +4 Hunger
came from a bug no more than 1 size This bug has powerful legs adapted for
different from it. Such shells use their leaping. Once per round, at the cost of 3
original owner’s Shell scores to determine Stamina, this trait may be used by this bug to
their Absorption and durability. leap up to 10 squares away. This leap may be
A shell has Bulk equal to its original owner’s done in place of a dodge. If it is, use Speed to
Bulk score, though this does not count dodge rather than Grace, and then leap to a
against this bug’s Load when worn. square in range if the dodge has at least 1
success, without provoking attacks from the
This bug’s shell always counts as an object initial attacker.
and can only recover durability by being
repaired. A bug with this trait may also make an attack
against a flying enemy while leaping. Itsy
● Regeneration Bitsy bugs do not provoke attacks of
opportunity when they leap.
+5 Hunger
incompatible with External Shell ● Pounce
If this bug ends a turn with any Heart +2 Hunger
missing, it may roll a Shell check, and heal
Hearts equal to the successes. 5 Belly is lost When this bug leaps during its turn, it may
per Heart regenerated in this way. immediately make a melee attack upon
landing. This attack costs no additional
This bug may not regenerate damage it is Stamina to initiate and Stamina spent on the
Vulnerable to using this Trait. leap is also dedicated to the attack.

Vulnerability Lesser Flight


-6 Hunger +4 Hunger
This bug has a particular weakness. This bug may fly while moving at the cost of 1
Whenever it is dealt damage or affected by Stamina, but must stop flying at the end of
its vulnerability, it takes 1 completely its turn. It may also stay aloft at the end of
unsoakable damage immediately after. the turn for an additional 1 Stamina as long
Vulnerabilities should be a broad type of as it remains within 5 squares of the ground.
damage, such as “blunt” or “fire”, as If the bug spends any more Stamina or Soul
adjudicated by the GM. It may also include while aloft, except to remain there, it must
allergies to certain substances. land afterwards.

25
● Elytra Waterbreathing
-3 Hunger +2 Hunger
This bug’s wings are folded away in its body, This bug can breathe underwater. May be
and require a focus action to unfurl. While its taken as a Subtrait of Swimming.
wings are unfurled, this bug’s Shell is
reduced by 1. Natural Defense Traits
● Flight
Blocking Arms
+4 Hunger
+2 Hunger
Spending Stamina or Soul while aloft no
longer causes this bug to land. Stamina tax This bug has broad, thick shelled appendages
no longer resets to 0 at the beginning of the that can be used to block attacks. When
bug’s turn, until the bug lands. unoccupied, each arm counts as a shield with
Quality equal to half of the bug’s Shell,
● Airborne rounded up. These are upgraded using shield
upgrades instead of weapon upgrades and
The bug is highly specialized for flight, but is can be taken even with natural weapons that
more clumsy on the ground. The bug’s land replace an arm completely.
speed is lowered by 2, but flying speed is
If this bug also has the Spiky Trait, it may
increased by 2.
take the Spiked modifier on this trait without
Swimming spending an Attribute advancement.

+2 Hunger ● Shelled Arms


This bug may move according to its full +4 Hunger
Speed while swimming, and does not need to
This bug's arms are massive, and may block
roll to stay afloat in calm waters.
an entire face of its body. It may raise both
Tunneling arms to gain the effect of wielding a carapace
shield.
+5 Hunger
Damage dealt to the shelled arms while being
This bug can burrow through soil at a rate of used in this way is dealt to both arms.
1 square for 2 Speed. It may choose to leave a
tunnel behind, or not. Camouflage
If the bug is underground with no source of +1 Hunger
air, it will suffer Suffocation.
The bug is colored to aid it in hiding in a
Water Treading certain type of terrain. It gains +2 rerolls on
Stealth attempts in the subject terrain.
+3 Hunger
This bug may walk across the surface of
● Active Camouflage
liquids without sinking in. This allows it to do +3 Hunger
anything it would require a surface to do,
The bug’s camouflage can adapt to its
such as jumping, as well as allowing it to stay
environment. It can now change colors to
afloat without restricting the use of its arms.
blend in with any environment and has its
Additionally, any swimming bug attempting Stealth bonus in any of them.
to attack this bug while water treading
receives -2 to hit.

26
the mimicked object, this bug loses all
benefits of Mimicry.
A bug with mimicry may instead choose for
its mimicry to emulate a different kind of
bug.

Poisonous
+3 Hunger
Defensive Curl
This bug’s body is toxic, poisoning those that
+4 Hunger attempt to eat it. Whenever this bug is
This bug is able to retreat into a defensive damaged by a bite, the bug that bit it
position. This must be done as the bug’s first receives a Status Effect which deals 1
action, and ends the bug’s turn. Until the environmental damage per turn with stacks
bug’s next turn, it has an Absorption value equal to the damage taken.
equal to its Shell. This bug’s flesh is also inedible, and will
inflict 1 Heart of damage for every 10 Belly
● Rolling Dash restored.
+3 Hunger
Before this bug ends its turn while using
defensive curl, it may roll up to 5 + Speed
squares in a straight line. If it has Spiky or
Slam, it may make one attack with one of
these natural weapons before ending its turn.
May be taken as a Subtrait of External Shell, ● Toxic Blood
instead, becoming usable while the bug is
retracted into their shell. +3 Hunger
This bug's blood is caustic, and damage taken
from any attack will spray blood onto the
External Coat adjacent square closest to the attacker,
applying a Status Effect to any sprayed bug
+2 Hunger, +0.5 Spook or Cute
which deals 1 environmental damage per turn
This bug has an outer layer which protects with stacks equal to the damage taken. If
and insulates it. This bug may make soak more than one square is equally close to the
attempts against environmental damage, and attacker, this bug may choose which gets
may attempt to soak magic damage with a sprayed.
single die.
Resistant
Mimicry +4 Hunger
+3 Hunger +0.5 Spook or Cute
This bug is quite resistant to a specific type
This bug’s appearance and smell greatly of damage. Choose a specific kind of damage,
resembles that of a particular inanimate chosen with GM approval, such as “blunt” or
object. When in an environment that could “fire”. Even if the damage is normally
reasonably have that object, this bug treats unsoakable, the bug receives 4 extra dice
all of its dice to hide as sixes against any bug that may be used to Soak it.
that is not aware of this ability and
If the bug suffers a negative Status Effect
specifically seeking out a mimic. In
related to their resistance, the bug can roll
environments that wouldn’t normally have
4d6 to resist the Status Effect pool or
duration, reducing it by the successes.

27
3. Paths
After your bug’s Traits and Attributes have been determined, the next step is to choose what
Paths it has ranks in. A fresh-faced bug will generally begin with 1 Rank in a Path of its choice.
Path Ranks represent a bug’s understanding and skill with a particular approach to combat or
magic, and can advance to a maximum of 3 Ranks, when a bug has mastered that particular
Path.
An additional rank should be awarded whenever the group reaches major milestones, such as
advancing the plot or defeating a mighty antagonist. Whenever a Rank is gained, it must be put
in a Path. The bug will then gain an additional Notch and raise one of their Pools’ maximum by
one; Soul if a Mystic Path, Stamina if a Martial Path.
Much like Attributes, a bug’s Soul and Stamina maximums cannot exceed 7. When a bug
reaches the maximum of their Path’s linked Pool, they instead gain Minor Advances for each
Rank gained in that type of Path. A bug can even choose not to gain Soul or Stamina when they
gain a Rank before they reach the maximum, and take a Minor Advance instead. To learn more
about Minor Advances, see the Advancements section.

28
Martial Paths
Nail
“Well struck!” A phrase passed from master to student, and peer to peer, on the Path of the Nail.
“Well struck!” shouts the ringing of a nail in battle, singing loudly for all to hear. “Well struck!”
Even if not spoken aloud, these words are on the mind of any warrior felled by a worthy opponent,
for what could be nobler than a nail given purpose?

Rank 1 - Nailsbug
Guard Breaker
The Nailsbug strikes more accurately when focusing on an opponent they’ve recently struck.
When making an attack roll against the most recent bug(s) the Nailsbug has dealt damage to, 4s
are counted as successes.

Rank 2 - Nailmaster
Battle Stance
When a bug enters a square adjacent to the Nailmaster from a square not adjacent to them, it
provokes an attack of opportunity.

Rank 3 - Nailsage
Martial Master
The Nailsage may perform an
additional Art per turn.

29
Martial Paths
Needle
Amidst battle, some bugs choose a more graceful approach to dispatching enemies. Artful thrusts,
pirouettes, and deadly footwork. Puncturing, weaving, and sewing through all manner of foe and
beast. The path of the Needle allows this in spades. May your feet be quick, and let none stand
when the dance is over.

Rank 1 - Needlesbug
Swift Strikes
The Needlesbug may attack using Grace, rather than Might, to hit with melee weapons, but not
with weapons of 2 Bulk or greater. Needle-type weapons are an exception to the Bulk limit.

Sharp Lunge
The Needlesbug may accept a -1 die penalty on their attack roll for any melee or thrown
weapon attack to increase the range of the attack by 1. This is treated as a free dash, and
enhanced by dash distance increases.

Rank 2 - Needlemaster
Battle Dance
When the Needlemaster takes the dash or jump action, or moves while dodging, they gain 1
point of Momentum. When the Needlemaster uses an ability that moves them, they gain 1 point
of Momentum. After initiating an attack or dodge action with Stamina, the Needlemaster may
dedicate Momentum as if it were additional Stamina.
Momentum can be stored up to a maximum of the Needlemaster’s Needle Rank, and points
fade at the end of the Needlemaster’s next turn after they are gained.

Rank 3 - Needlelord
Untouchable
6s the Needlelord rolls on dodge attempts count as two successes instead of one. When
moving after dodging, they do not suffer a stack of Off-Balance.

30
Martial Paths
Tusk
“When one possesses a hammer, it is frivolous to use a nail.” Crushing overhead strikes, sweeping
blows, and brutal assaults bring even the largest of enemies to their knees. For those with the will
to walk it, the Path of the Tusk can make even the mightiest foe feel small.

Rank 1 - Tuskbug
Power Attack
Any time the Tuskbug dedicates at least 3 Stamina to an attack or Art, it deals an additional 1
point of damage. This damage is increased to 2 if the attack is made with a heavy or Tusk type
weapon. If performing an Art with an area of effect or multiple attacks, the Tuskbug must
spend an additional 1 Tax Stamina to make it a Power Attack.

Rank 2 - Tuskmaster
Second Wind
Whenever the Tuskmaster ends their turn with 0 Stamina, they gain 1 Stamina.

Uproot
The Tuskmaster may attack empty squares at the cost of 1 Stamina, creating rough terrain
which costs 2 Speed to move through. Creatures burrowed within the terrain take 2 damage
and are forced to surface.

Rank 3 - Tusklord
Controlled Force
The Tusklord treats the taxed Stamina spent to make an attack as dedicated to the attack,
increasing the number of dice rolled appropriately. Additionally, when Stamina is spent to clear
stacks of Off-Balance, treat the Stamina as dedicated to the Tusklord’s next attack.

31
Martial Paths
Hook
To control the enemy is to control the war, that’s why those who walk the Path of the Hook are
masters of tactical manipulation. Be it by strength or finesse, their foes dance to their song, only
to end up exactly where the trickster wants them to. They rob their enemies of free choice, only
delivering the last blow when victory is a forgone conclusion.

Rank 1 - Hooksbug
Subtle Sickle
The Hooksbug may attack using Grace, rather than Might, to hit with melee weapons, but not
with weapons of 2 Bulk or greater.

Push and Pull


When the Hooksbug deals damage risk with an attack, they may choose to deal 1 less damage
risk. If they do, they can move the struck target one square in any direction, or two if using a
heavy weapon.

Bag of Tricks
The Hooksbug gains access to a pool of Stash that can create traps, which increases by 1, and
knows two trap recipes of common or uncommon rarity.

Rank 2 - Hookmaster
Clever Tricks
The Hookmaster may deploy traps at a range of 3. When the Hookmaster sets a trap, it can be
given a more sensitive trigger, expanding its activation squares to the squares adjacent to those
squares. A single target trap will target the bug that triggered it, while ones which affect an
area will originate from its original position.
The Hookmaster’s maximum Stash increases by 1, and they learn a new common or uncommon
trap recipe.

Rank 3 - Hooksage
Cheat to Win
After dealing damage to a target, or affecting it with any flask or trap, the Hooksage may use
dirty tactics to inflict a Status Effect that lowers any of the target’s primary attributes by 1, or
their Speed by 2. The Status Effect lasts until the Hooksage’s next turn.
The Hookmaster’s maximum Stash increases by 1, and they learn a new trap recipe of any
rarity.

32
Martial Paths
Maw
Glory and death in battle are two sides of the same coin. Those who walk the Path of the Maw
tread the fine edge of that coin. For victory, for their next meal, for the thrill of the hunt.
Each who treads the Path has their own reasons, but such a Path is seldom long,
and often fraught with pain.

Rank 1 - Mawling
Frenzy
After the Mawling makes an attack, and the target defends, the Mawling may choose to reroll a
number of failures up to twice their Maw Rank. If they do, a d6 is rolled. If the result is less than
the Mawling’s current Hearts, the Mawling loses 2 Hearts. This is damage that cannot be
reduced.

Rank 2 - Mawfiend
Burnout
When making an attack, the Mawfiend may spend or dedicate Hearts in place of Stamina, as
long as at least 1 Stamina has already been dedicated to the attack. The Mawfiend may also
spend or dedicate Hearts in place of Stamina to parry and dodge attempts.

Rank 3 - Mawlord
Bloodlust
Slaying a combatant restores 1 Heart to the
Mawlord. If the attack was made using a
natural weapon, 2 Hearts are restored
instead.

33
Martial Paths
Shell
Not all battles are won in glory and blood. The wise warriors who walk the Path of the Shell know
that to outlast the opponent is all that victory demands. Be the immovable shore, whilst awaiting
the opening to punctuate the battle.

Rank 1 - Shellbearer
Glancing Blows
If an attack that the Shellbearer attempts to parry still risks damage after the attempt, the
Shellbearer’s Soak dice treat 4s as successes.

Watchful Eye
The first attack of opportunity a Shellbearer makes each round costs no Stamina to initiate.

Rank 2 - Shellkeeper
Withstand
Whenever the Shellkeeper takes damage, they gain an additional 1 Soak die against further
damage that round.

Force of Will
When Focusing, the Shellkeeper’s Shell score increases by the amount of Soul Focused, to a
minimum of 1, until the start of their next turn. When the Shellkeeper Focuses Soul to heal,
they may restore Durability to their worn armor as if it were their Heart.

Rank 3 - Shellsworn
Impassible
Squares adjacent to the Shellsworn are rough terrain for their foes, costing 2 Speed and 2
Footwork for each square of movement. Flying or Leaping bugs crossing over those squares are
forced to land, though this does not end their turn.

Martial Defense
A Shellsworn may use Normal Weapon Arts as attacks of opportunity, or activate an
Augmentation Art during an attack of opportunity, bypassing the Arts/turn limit.

34
Martial Paths
Sling
For those with little interest in meeting their foe’s blade, there is the Path of the Sling. Be they
mighty or meek, there is nothing to mock when caught in a Slinger’s sights. Go forth, and split
them like autumn leaves.

Rank 1 - Slinger
Good Arm
The Slinger may attack using Might, rather than Grace, to hit with ranged weapons.

Long Shot
When a Slinger makes a ranged attack or Spell, its range can be increased by up to twice its
original range. Each square beyond its original range inflicts a -1 die penalty on the attack roll.

Rank 2 - Slingmaster
Rebound
Once per round, should the Slingmaster’s ranged attack be dodged or parried, it can ricochet
at a target adjacent to the first. The ricochet attack has the same number of successes as the
original. If the original target was adjacent to a wall, the ricochet may target it a second time.
An attack cannot ricochet more than once.
An empty square may be targeted with a ranged attack, ricocheting to an adjacent square.

Rank 3 - Slingsage
Bullseye
6s rolled when the Slingsage makes a ranged attack are treated as 2 successes.

35
Martial Paths
Flask
Be they wise alchemists or wrathful bombardiers, those who seek to know the materials of this
world are less subtle in war than they are in research. Their reagents are potent, so take notice
when they begin raining life and death upon the battlefield.

Rank 1 - Chemist
Easy Toss
When the Chemist makes a thrown or natural projectile attack that will not directly impact a
living target or affect an occupied square, the attack is unaffected by Stamina tax, and does not
increase it. The Chemist’s may pair thrown flasks with any weapon.
The Chemist may use Might in place of Grace to make ranged attacks.

Chemical Warfare
The Chemist gains access to a pool of Stash, which increases by 1, and knows three flask
recipes of common or uncommon rarity.

Rank 2 - Chem Master


Controlled Burst
When the Chem Master throws a Flask, they may increase its terrain effect radius by one, and
targeted flasks may be applied as a 3x3 AoE. Flasks thrown may ignore allies or spaces within
their effect radius, up to the Chem Master’s Ranks in Flask.
Areas of Effect from natural projectiles or Thirsty Straws may also be increased by one, or by
one Cone size, and ignore allies or spaces up to the Chem Master’s Ranks in Flask.

Efficient Reagents
When creating a Stash item, the Chem Master rolls a 1d6. On a success, 1 Stash is refunded
from the item’s cost.
The Chem Master’s maximum Stash increases by 1, and they learn two new common or
uncommon flask recipes.

Rank 3 - Chemlord
Chemical Admixture
While in possession of two non-Rare flasks, the Chemlord may combine them. Choose one
flask to be the "Carrier" and one to be the "Payload." Natural Projectiles may act as a Carrier.
Choose one of the Payload’s Targeted or Terrain effects. If the effect is Targeted, it applies to
all bugs the Carrier’s effects apply to. If the effect is Terrain, it affects all tiles the Carrier
applies to, as well as the tiles of bugs the Carrier affects.
The Chemlord’s maximum Stash increases by 1, and they learn two new flasks of any rarity.

36
Mystic Paths
Spire
Since time immemorial, bugs have sought to rise above their lot. The foundations of magic are laid
beneath their towers of hubris. Will you walk with them up the Path of the Spire; will you forget
those left below?

Rank 1 - Spire Initiate


Soul Totem
As a Focus Action, the Initiate may pour some of their Soul into a Soul Totem. The Totem can
hold a maximum amount of Soul up to the Initiate’s Spire Rank. The Initiate may have only one
Soul Totem, and creating a new one destroys the old one. While holding a Totem or carrying it
on the Belt, a bug may spend 1 Stamina to draw any amount of Soul from it.

Arcane Casting
The Initiate may treat all arcane foci as Sorcerous weapons. Talismans instead make the
Initiate’s unarmed strikes and grapples a Sorcerous weapon.

Rank 2 - Spire Adept


Spiral Energy
When the Adept makes an opposed Insight check as part of a Spell or ability, or to resist a Spell
or ability, they may dedicate Soul dice to that check.

Soul Extraction
When the Adept damages one or more bugs with a Spell, the Adept gains 1 Soul.

Rank 3 - Spire Sage


Spell Splicing
When attuning spells, the Sage may splice two Arcana together, merging their Difficulty. The
second spell’s effect piggybacks upon the first spell. If the delivery spell is an AoE, the total
Difficulty increases by 1. The spell’s Path is the delivery spell’s Path. An AoE cannot be spliced to
another AoE.

Distant Thunder
When the Sage casts an area of effect Spell that would originate from the Sage’s square in a
line, cone or burst, they may have it originate from anywhere within the Spell’s range.

37
Mystic Paths
Cloak
For those warriors who covet the power of Soul, the Path of the Cloak enables them to achieve
speeds beyond their limits. The cloaker flits in and out of the senses like a ghost on the wind.

Rank 1 - Cloak Initiate


Swoop
Initiates of Cloak may perform a dash or jump action for free, once per round. The Initiate may
also initiate dash and jump actions in midair, but only once each before landing.

Rank 2 - Cloak Adept


Combat Celerity
Using Soul, the Adept can quicken their movements. When attacking, after initiating the action
with Stamina, the Adept may dedicate their Soul to the action as well as Stamina. When
dodging, the Adept may dedicate Soul in place of Stamina, including to initiate the dodge.

Rank 3 - Cloak Sage


Cloaked in Wind
When dashing or jumping, the Sage no longer provokes attacks of opportunity, may pass
through occupied spaces, and increases their dash and jump distance by 1. The Sage also
increases their maximum post-dodge movement distance by 1.

Speed of Soul
When performing a dash or jump action, the Sage may spend Soul in place of Stamina.

38
Mystic Paths
Dream
“When a bug dies, their spirit does not vanish. Our memories remain, lingering in places we have
been, upon things that we loved. With practice, these memories can be made to serve again.”

Rank 1 - Dream Initiate


Dream Nail
The Initiate of Dream gains an Essence Pool, with a maximum of 5.
In an open hand, the Initiate may manifest a Dream Nail. The nail is weightless, with Quality
equal to the Initiate’s Insight. Though the nail passes harmlessly through corporeal foes and
cannot be parried, it can strike spirits and semicorporeal targets for 3 base damage and can be
parried by such foes as if it were a tangible weapon. It may be used to perform Nail Arts.
When striking any target with the Dream Nail, corporeal or not, the Initiate may cast a Dream
Spell with a range of Touch on the target, as if having succeeded a Touch Spell attack.

Essence Tap
When striking any target with the Dream Nail, corporeal or not, the Initiate may Tap the target,
gaining 1 Soul and Essence. A bug Tapped for its Soul and Essence must rest before it can be
Tapped again. The process of drawing Essence is unpleasant for the target.

Rank 2 - Dream Adept


Transference
When striking with the Dream Nail, the Adept may force an opposed Insight check with the
target. If successful, a Soul-leeching link is established with the target. Immediately and at the
end of each of the target’s turns, it loses 1 Soul and the Adept gains 1 Soul. Only one link can be
active at a time, and should either reach 0 Soul the link is severed. By spending 1 Essence, the
Adept can increase the leeching rate by 1 Soul.
The Adept may instead attempt to forge the Soul-leeching link at a range of Close, at the cost
of 1 Soul, as if making a ranged Spell attack.

Rank 3 - Dream Sage


Flicker of Foresight
In the patterns of Essence, the Sage of Dream can glean possible futures. So long as the Sage
has Essence, they may guess how many successes an attack against them will roll. If the guess
is correct, all dice rolled on a defense roll against that attack are treated as 6s.

Whisper me the Way


The Sage may spend 5 Essence to receive a vision of the future. This is always relevant to the
Sage’s goals, but may be cryptic or indirect. Sometimes, gleaning relevant information is truly
impossible, in which case the attempt fails and no Essence is spent.

39
Mystic Paths
Nightmare
Shrouded between light and shadow, performers of all shades have flocked to the bonfire. “The
world is a stage, and we the actors,” she said to me as she danced along her Path. A flicker of flame,
framing a tantalizing silhouette. It is my shame as Skald to admit, I did not ask my nagging
question for fear of the answer: ‘If we are the actors, who is the audience?’

Rank 1 - Nightmare Initiate


Flame Bearer
The Initiate of Nightmare gains an Essence Pool, with a maximum of 5. As long as the Initiate
has Essence, a flickering red glow surrounds them, giving warmth and light within a range of 7.
The glow is normally invisible to others, but the Initiate may will it to be visible. While visible,
the glow increases their Spook by 0.5 per Rank in Nightmare.

Ensnared Embers
When a living bug dies adjacent to the Initiate, the Initiate gains 1 Essence. When performing in
front of an audience, living or dead, the Initiate gains Essence equal to their successes. The
Initiate can only harvest from the same audience once per rest.

Transfix
When casting any Spell, the Initiate may dedicate 1 Essence for a +1 die bonus to the attack or
opposed roll. The Initiate may also dedicate 1 Essence to a defense action for a +1 die bonus to
defend.

Rank 2 - Nightmare Adept


Nightmare Breach
The Adept may spend 1 Essence to cause a square they can sense to burst into eerie red flames.
The flames deal 1 environmental fire damage immediately, as a 1 success AoE. Any time a bug
enters or ends their turn in the flame, they suffer 2 environmental fire damage. The flames last
for 1 round, or for 3 rounds if created in a square occupied by an inanimate corpse, which the
flames destroy. Should a number of flames be created in excess of the Adept’s Ranks in
Nightmare, the oldest flame is extinguished. No more flames can be created in one turn than
the Adept’s Ranks in Nightmare.
Whenever the Nightmare flames deal damage to a living bug, the Adept gains 1 Soul.

Rank 3 - Nightmare Sage


Nightmare Hearts
Once per turn, when the Sage would gain Soul from damaging an enemy, they may gain 1 Heart
instead. When casting Spells, or performing an action that costs Soul, the Sage may spend
Heart in place of Soul.

40
Mystic Paths
Bloom
“After every winter comes a spring. Though life may wane, it will return.”

Rank 1 - Bloom Initiate


Lifebloom
The Cute of the Initiate of Bloom is increased by 0.5. The Initiate is surrounded by life, and
small plants seem to sprout where they tread. As a camp action, the Initiate may grow two
servings of raw plant.

Soul Regrowth
When Focusing Soul to heal, the Initiate may instead choose a living bug within 3 squares to
receive the healing.

Rank 2 - Bloom Adept


Ally of the Wilds
The Adept of Bloom is in tune with the flow of life, and may speak to plants and feral creatures
- though they may not always understand the same concepts as the Adept, and they are often
cryptic or crude.

Resonant Soul
When the Adept Focuses Soul to Heal, they add 1 die to the Focus attempt for each other
friendly living thing within 4 squares, to a maximum of the Adept’s Rank in Bloom. Once per
turn, the Adept may make an opposed Insight check against an enemy within 4 squares. Should
the Adept succeed, the enemy is treated as a friendly creature for Spells and abilities used on
the same turn.

Heart of Magic
When performing a Spell Focus, the Adept may reduce the Soul cost of their next Soul Focus,
instead of the cost of their next Spell.

Rank 3 - Bloom Sage


Full Bloom
When the Sage of Bloom Focuses Soul to heal others, all dice are successes.

Force of Nature
The Sage of Bloom regains Stamina normally when on Death’s Door. If the Sage is not on
Death’s Door and would die instead of being sent to Death’s Door, they instead survive the
lethal effect with 1 Heart, once per round.

41
Mystic Paths
Thorn
“Life is not kind or soft. Life survives in spite of an uncaring world.”

Rank 1 - Thorn Initiate


Envenomed Blades
The Initiate may spend 1 Soul to generate 1 point of Glory Stash, which is lost after a number of
rounds equal to the Initiate’s Rank in Thorn, unless used to generate something. Stash spent to
create a Poison is also dedicated to applying it, as if with Stamina. The doses of the Poison may
be divided among different weapons within Touch range of the Initiate.

Witch’s Brew
The Initiate gains access to a pool of Stash, which increases by 1, and knows two poison recipes
of common or uncommon rarity.

Rank 2 - Thorn Adept


Resonant Agony
When hitting a creature already afflicted with the same Poison as the Adept’s weapon or spell
inflicts, the Adept regains 1 Soul, even if they deal no damage. The Poison being inflicted does
not lose a dose.
The Adept’s maximum Stash increases by 1, and they learn one new common or uncommon
poison recipe.

Rank 3 - Thorn Sage


Material Components
When casting spells, the Sage may spend Stash in place of Soul,
which automatically applies Stash effects of Thorn spells.
The Sage’s maximum Stash increases by 1, and they learn one
new common or uncommon poison recipe.

42
Mystic Paths
Dust
“All things fade in time. This is the way of the world. Are those who welcome the end fools,
marching at a fever’s pace towards their destruction; or are we the fools, who try to deny it?
Before the wielders of the Path of Dust, no wall remains forever unbroken,
and no tree grows unto the sky.”

Rank 1 - Dust Initiate


The Hollowing
The Initiate of Dust may perform a ritual costing 2 Soul upon any corpse that does not have a
Soft Body, hollowing it out and filling it with sand and dust. The ritual takes a Camp Action, and
transforms the corpse into a Husk.

Army of Dust
The Initiate can control a number of husks equal to their Dust Rank, and they act after the
Initiate’s initiative. Any Husks in excess of the creator’s Rank in Dust cost 2 Notches as well.
Releasing a Husk from control may be done freely, and returns it to a mundane corpse. If its
creator dies, the Husk becomes uncontrolled, and it will attempt to attack and eat any creature
that does not have the Barren Trait or Ranks in Dust.

Rank 2 - Dust Adept


Living Death
Husks that the Adept creates move more naturally, and can pass for being normal bugs on
casual observation. The Adept may choose for Husks they create to have only a -1 Speed
penalty, and no Spook bonus. Identifying a secret Husk for what it is requires close
examination, with 3 successes on an Insight-based check.

Allegiance
When one of the Adept’s controlled Husks damages a target in melee, the Adept gains 1 Soul.
Each Husk can only grant 1 Soul per round.

Rank 3 - Dust Sage


Hollow Wind
The Sage has gained such mastery that they can summon a sandstorm inside of a corpse,
hollowing it into a Husk within seconds. Creating a Husk from an adjacent corpse may be done
as a Focus action, instead of a Camp Action, by a Sage of Dust.

Hollow Graves
If a bug within Close range is killed by a Dust Spell of 2 or more Difficulty, or dies while under
the effects of a Dust Spell with 2 or more Difficulty, the Sage may immediately turn it into a
Husk at no additional cost.

43
Their Lord decreed, and the dead rose to serve once again.
“Rise, hunger, and fall. For Dust you are, and unto Dust you shall return.”
Husks
A Husk has the same Traits that it had in life, but no longer has knowledge, Spells,
Arts, Paths, Proficiencies, or Notches. The Husk cannot speak, and experiences no
benefit or harm from consumable substances or poisons. The Husk may still bleed,
losing the sand and dust within that give it form and motion.
Husks have 2 less Speed than their body had in life, to a minimum of 1, gain 2 Spook,
have 0 Insight and no Hearts, have 3 Stamina, and have 2 Soul - the same Soul spent to
animate them. Their Soul may only be replenished by the one who created the Husk
touching it and Focusing Soul into it. Husks have an Absorption score of 10.
When a Husk would be damaged, it loses Shell in place of Hearts. When the Husk’s
Shell reaches 0, it collapses and ‘dies’. Permanent Shell damage reduces it to dust.
Temporary Shell damage may ‘kill’ a Husk, but it can be raised again later, retaining
any permanent Shell damage it already had.
A Husk that has its Soul reduced to 0 is likewise loses its mystic properties and
returns to a mundane corpse, which may be made into a new Husk later.

44
4. Proficiencies
The world is a dangerous place for a bug, but how well your bug fights isn’t everything. A
Proficiency is like a job or a background, encompassing the practical skills and talents your bug
possesses. You have more freedom in creating your bug’s Proficiency, and it can represent just
about any concept under the sun.
Each Proficiency covers four different skills. For every Rank in a Proficiency, the bug adds that
many dice to checks they make which fall under their skills. Once your bug’s Proficiency
reaches Rank 3, it can’t go any higher; but you get to choose one of the four skills to master,
earning your bug a special bonus. If you have multiple Proficiencies that share a skill, that skill
has dice equal to their combined Rank - but never more than three!

Example Proficiencies Example Skill Uses


Example Example Skill Example Use
Example Skills
Proficiency
The user tries to leave a
Equipment Maintenance good impression on
Etiquette
Athletics another bug they’ve just
Soldier
Tactics met.
Lore (War)
The user tries to gauge
Medicine Kenning the attitude and
Persuasion trustworthiness of a bug.
Priest
Ritualcraft
Lore (Theology) The user spends their
camp action treating an
Etiquette Medicine ally’s wounds, restoring 1
Deception extra Heart per success
Noble
Kenning during that rest.
Lore (Politics)
The user spends their
Endurance camp action patching
Equipment
Equipment Maintenance their armor, restoring 1
Farmer Maintenance
Barter Durability per success
Lore (Local) during that rest.

Survival The user tries to climb a


Perception ledge, move a great
Hunter Athletics
Stealth weight, or bend metal
Lore (Nature) bars.

Perform (Tricks) The user tries to produce


Stage Perception an edible Ration or a
Magician Deception Cooking particularly filling meal
Lore (Magic) out of available raw
ingredients.
Survival
Stealth The user tries to hide their
Bandit
Bullying Survival tracks, track another bug,
Lore (Crime) or forage for food.

45
Example Masteries Researching Arcana
Example
Skill
Example Mastery and Practicing Arts
Instead of putting their time into honing a
Once per scene, if a failed
Proficiency, your bug might like to put more
social check by the user
Etiquette work into their Mystic and Martial pursuits.
would decrease a bug’s
When your bug gains a Proficiency Rank
disposition, it does not.
after their first, they can instead learn one
When attempting to deceive new Arcana or one new Art.
a bug that has already been Arts and Arcana may also be learned through
Deception
successfully lied to, the user the Research, Practice and Training Camp
gains +1 to their check. Actions, or by seeking out wise masters
willing to teach your bug their ways.
When succeeding any

Kenning
Kenning check against a
bug, the user’s player may Task Difficulties
ask the GM one simple
The difficulty of any task the bug uses a skill
question about the bug, to
for is represented by the number of
be answered truthfully.
successes needed for that task.
For 1 Stamina, the user may Many skills, such as deception and stealth,
attempt a Medicine check to are opposed by another bug’s Skill check, and
resuscitate a bug that has your bug will need to score more successes
Medicine died within the past two than the defender. Others, like using
rounds, restoring them to athletics to climb, have their difficulty set by
life. The bug remains the GM. Some tasks, such as crafting
unconscious. something, might not be something your bug
can do in one sitting. In that case, the GM
During camp, when will set a cumulative number of successes
maintaining equipment, the needed to finish the project, which your bug
Equipment bug may choose a weapon, can progress by spending time working on it.
Maintenance shield, or tool. That item
gains +1 Quality until the Especially easy tasks might even have an
next time the bug rests. increased range of success, making them
practically trivial to a trained bug!
This bug is always treated as
simultaneously having Difficulty Range
Perception
tremorsense, scent, and
sight up to 2 squares away. Example Action Difficulty

The bug’s base Load is Easy Task 1 success,


Athletics Climb using a rope 4+ range
increased by 2.

The bug gains a Stash pool. Normal Task


1 success
If they have one already, it Climb a rough surface
increases by 1. The bug can
Difficult Task
spend 1 Stash to improvise 2 successes
Survival Climb a wet or flat surface
useful pieces of basic
Equipment, such as a Path of Pain
matchstick, a length of rope, Climb a wall covered in 3 successes
or a 1 Quality Tool. sawblades

46
5. Advancement
As your bug experiences wild adventures and practices their talents, they will grow and learn.
Rather than keep track of large piles of experience points, a bug’s advancement is determined
by the GM handing out milestones. A milestone is most often given out after the bug
completes a major goal - your bug and their companions might arrive at a brand new region
while exploring, or have just conquered a powerful foe.
For the GMs out there, here is a handy table to help you figure out what’s appropriate to hand
out at each of a bug’s milestones. The second milestone is a good place to begin for first time
groups, because it allows them freedom to explore how their bugs’ different Paths and abilities
might interact.
It is suggested for each character to begin with their choice of a single Art or Arcana (if they
are a Mystic), in addition to any they purchase using their Proficiency Ranks.

Advancement Chart
Milestone Path Ranks Minor Advancements Proficiency Ranks

0 1 - 1

1 - 1 -

2 1 - 1

3 - 1 -

4 1 - 1

5 - 1 -

And so the pattern continues, with each even milestone giving a Rank
and each odd one a Minor Advancement.

Mystic Ranks ●

Add a +1 increase to your bug’s Load.
Add 1 to your bug’s Technique Slots.

and Arcana ● Add +1 Quality to one of your bug’s


Natural Weapons, Natural Tool, or
Whenever your bug gains a Rank in a Mystic Blocking Arms, to a maximum of 3
Path, they also learn a single Arcana from times per Trait. This affects all Natural
that Path. Weapons granted by a single Trait.
● Add a modifier to one of your bug’s
Minor Advancements Natural Weapons, except Threaded.
Natural Weapons with the Heavy
When your bug gains a Minor Advancement, modifier still don’t count against your
there are a few different things they can do bug’s Load. Only Natural Projectiles
with it: can be given the Balanced modifier.
● Add a +.5 increase to one of your bug’s ● Add +1 to the number of times your
Primary Attributes. bug can use one of their scene limited
● Add a +1 increase to your bug’s Speed, Traits or Mastery abilities, such as
but not beyond 7. uses of a recovery flask effect, per
scene.

47
6. Weapon Arts
In every age, great individuals strive to go beyond ordinary mastery of their weapons. In their
quests, such Sages have developed Arts.
Arts require a particular class of weapon to be used. Nail Arts may only be used with nail
weapons, Tusk Arts may only be used with tusk weapons. Some Arts have a primary weapon
type that they are often associated with, but are also compatible with other weapon types -
your bug might have an unorthodox style!

Preparing Arts
wielded weapon. When used with heavy
weapons, they do not inflict a stack of
Off-Balance.
A bug readies their Arts for use by assigning
them to Technique slots, which may be done If the Art still requires a specific type of
freely during a rest. Any Arts in the bug’s weapon to use, its attack roll benefits from
Technique slots have been rigorously the weapon’s Quality.
practiced, and may be used at any time.
Augmentation Arts
Unprepared Arts may be performed only
after completing an Art Focus. Some Weapon Arts augment your bug’s next
attack. These Arts only augment attacks
Using Arts made with valid weapons. When the user
activates one of these Arts, subtract its
A bug may only use one Weapon Art per turn. Stamina cost from the Stamina cost of the
attack that delivers it. This Stamina does not
Using a Weapon Art costs the Stamina listed count as being dedicated, but additional
for the Art, while some Arts have additional Stamina can be dedicated normally. The
costs in Soul, or in the form of temporary attack is augmented or changed as described
Attribute damage. If an Art damages one of in the Art.
the four main Attributes, that Attribute
damage is removed at the start of your bug’s Augmentation Arts do not need to be used
next turn. Some Arts allow extra Stamina or immediately - the user can wait before
Soul to be spent to enhance their effects. making the attack! While holding an
Augmentation Art, a bug suffers a -2 die
Arts come in the following types: penalty on all checks but Soak checks. If a
bug starts a turn while holding an
Normal Weapon Arts Augmentation Art, they are still considered
These Weapon Arts are self-contained to have used a Weapon Art during the new
actions, which perform an attack as part of turn.
their execution. They still benefit from the
Quality of the weapon used. They do not Reaction Arts
contribute to Stamina tax, and do not have Some Arts require a trigger to use, and a
an extra cost from the user’s current Stamina condition must be met. However, a bug can
tax. use these Arts whenever the trigger occurs,
If used with a heavy weapon, the Art inflicts a even if it is not their turn. In addition, these
stack of Off-Balance for each attack Arts do not count against the limit of a single
performed as part of the Art. Weapon Art per turn.

Special Weapon Arts Unique Arts


These Arts are self-contained actions that These Arts do not necessarily fall under any
are very different from a normal attack, and other category, and their rules and functions
do not use the normal damage values of the are self-contained within their description.

48
General Weapon Arts
Backswing - Augmentation
1 Stamina
The user’s next attack has a -1 penalty to
damage, but does not incur heavy weapon
penalties. The user clears one stack of
Off-Balance.

Baldur’s Brace - Reaction


1 Stamina
Rather than parry or dodge, the user braces
against an incoming strike. This Art may be
used as a reaction when targeted by an
attack. The user may not parry or dodge the
attack, and instead adds a +3 die bonus to
their Soak roll against the attack. For each
Stamina spent on the Art past the first, add 1
more die to the Soak roll.

Berserk - Unique Breather - Normal


Focus Action 0 Stamina

The user enters a state of violent fury, The user's next weapon attack costs 1 less
heightened awareness, or mystic trance. In Stamina. The user cannot attack more than
this state, they gain 2 Speed, 2 Spook, and +2 once this turn. The attack cannot benefit
dice to resist fear, grapples and magic. They from Augmentation Arts.
also gain 1 DR, but cannot defend. The
benefits activate immediately, but are lost if
Careful Strike - Unique
the Focus is broken before it resolves. 1 Stamina
Once per turn, the user may lower their The user selects a target within line of sight.
maximum Heart by up to 2, gaining equal If the target stays within line of sight and the
Glory Stamina that fades when Berserk ends. user takes no damage before the start of
This counts as Attribute damage, and does their next turn, their next attack against the
not lower current Heart except to cap it at target has one automatic success, and one
the new maximum. Should the user enter a extra square of range if ranged. This Art does
state where they would die while Berserk, not reduce the Stamina cost of the attack,
they do not die until the Berserk ends. This nor does it count against the Art limit per
death cannot be prevented. turn, but it may only stack with itself up to
If the user has not attacked a bug, taken three times, and may only be activated once
damage, or moved towards an opponent they per turn.
can sense when their turn ends, the effect This Art may be stacked with other Weapon
ends. Arts.

Cleave - Normal
3 Stamina
The user swings their weapon in a wide arc,
hitting all foes in front of them. The user

49
makes a melee attack that targets three bugs
(four if the user is large) that are adjacent to
Rally - Unique
both each other and the user’s space. Resolve 3 Stamina
a single attack roll as if it were made against
The user makes an Impress, Bravery or
each bug independently.
Tactics check, and tallies the successes. That
Additional Stamina spent on this Art adds to number of friendly bugs other than the user
the attack roll. who hear the user may move up to 2 squares,
and may take one action, gaining 1 Glory
Fortuitous Flurry - Reaction Stamina for that action. Bugs with no
Stamina or who are Focusing cannot be
2 Stamina - Pairable Weapons
rallied. If the affected bug has not acted yet
The user may activate this Art in place of in this scene, actions taken count against its
making an Attack of Opportunity, and make 2 Arts and Spells per turn, Stamina tax, and
attacks against the enemy that provoked it. Stamina recovered on its first turn.
Attacks made with this Art count as Attacks
Each extra Stamina spent on this Art allows
of Opportunity.
each affected bug 1 extra square of
The user may make additional attacks for 1 movement.
Stamina each, until a total of 3 attacks have
dealt damage to the opponent. Spikes - Special
Great Charge - Unique 2 Stamina, 1 Soul
A pair of spikes extend from the user and
X Stamina
erupt from nearby surfaces. The user makes
The user moves spaces equal to twice the ranged attacks against two targets within a
Stamina spent, and ignores rough terrain for range of 6 for 2 damage each, using Unarmed
that movement. It may move through other Strike weapon Quality. The spikes remain for
bugs, inflicting them with 1 point of one round and cause 1 damage if a creature is
Off-Balance. Bugs which make an attack of moved into them.
opportunity against the user’s movement are
Each additional Soul spent on this Art creates
inflicted with 2 points of Off-Balance instead.
two more spikes, but each must have a new
The next attack the user makes after the
target.
movement has its rollover cap increased by 1.

Lunge - Normal Stunning Strike - Normal


2 Stamina
3 Stamina - Melee Weapon
The user bashes an adjacent enemy with the
The user moves up to 2 squares in a straight
blunt bit of their weapon, interrupting them.
line without provoking opportunity attacks,
Make an attack with a weapon. This attack is
and then makes a melee attack with a +1
treated as melee even if made with a ranged
bonus to damage.
weapon and can only deal a maximum of 2
Each additional Stamina spent allows an damage. This attack never provokes attacks
additional square of movement. of opportunity, or triggers reaction Arts.
Treat extra successes beyond 2 damage as
Measured Strike - Augmentation damage risk for the purpose of Soak,
0 Stamina - Heavy Weapon Absorption, and DR.

The user’s next attack with a heavy weapon If the attack is successful, and deals damage
does not apply Off-Balance to the user. to the target, the target gains stacks of
Off-Balance equal to the damage taken.
Each additional Stamina spent increases the
maximum damage by 1.

50
Unarmed Arts
grappled bug has a +1 bonus to damage, and a
single automatic success. It also rolls
successes into damage, up to four times base
Antlion Pin - Unique damage. Alternatively, the user can choose to
deal Stamina damage.
1 Stamina - Unarmed
When grappling a bug, the user may attempt Stag Throw - Special
to entangle them further. The user makes a 1 Stamina - Unarmed
contested Might check. On a success, the
target becomes unable to take any action The user bodily throws a single grappled bug
other than to escape the pin, which returns 4 squares, where they land with stacks of
them to a normal grappled state. The user Off-Balance equal to the user’s excess
cannot grapple any other bugs when they pin successes on the last grapple check made
a bug, and they cannot move whilst they have against that bug, to a minimum of 1. If the
a bug pinned. user throws a bug at an occupied square,
they make a ranged Might-based Slam attack
Anything that would automatically end or against the target, with the thrown bug’s size
cause a bug to escape a grapple does the determining the Slam damage. Quality of the
same to a pin. throw is equal to the user’s Unarmed Strike
Quality.
Dragonfly
If the thrown bug is a friendly, willing
Palm Strike - Augmentation creature, it receives no Off-Balance and may
make its own, unarmed melee attack roll for
2 Stamina - Unarmed
the target of any thrown Slam attack with no
The user strikes a target’s body, sending Stamina dedication. The better of the two
numbing sensations coursing through it like attack rolls is used.
a Dragonfly’s lightning. The next unarmed
Extra Stamina may be dedicated to the
attack the user performs deals Paralyzing
thrown attack as if it were a normal attack.
Venom stacks up to their Insight, instead of
damage. The user may choose to deal fewer
stacks. Nail Arts
Effects that modify damage may instead
modify the Paralyzing Venom stacks dealt, if Cyclone Slash - Augmentation
the user so chooses. 3 Stamina - Nail

Garrote - Unique The user swiftly spins about, whirling their


blade, striking all adjacent foes. The user’s
2 Stamina - Unarmed, Threaded Net, next attack targets all hostile bugs
Bug-Catcher horizontally adjacent to their space. Resolve
The user may activate this Art against a a single attack roll as if it were made against
target grappled by one of their applicable each bug independently.
weapons. The target is squeezed and choked,
inflicting 2 Suffocation DoT that fades when
the target breaks the grapple.

Mantis Hold - Augmentation


1 Stamina - Unarmed
The user slams a grappled bug against the
ground, twists them painfully, or otherwise
painfully manhandles them. The next
unarmed attack the user makes against a

51
Dashing Slash - Augmentation returns to their hand, against the same
target. It does -1 damage, however, and
2 Stamina - Nail cannot move the user.
When the user makes their next melee This Art only costs 1 Stamina if used to target
attack, they may move up to 2 squares in a an object, or if the weapon has the Threaded
straight line without provoking attacks of modifier.
opportunity. They may make the attack at For every Stamina spent after activation, the
any time during or at the end of this strike has +1 range.
movement, with a +1 bonus to damage. The
user may move through the spaces of other Impale - Augmentation
bugs during this Art, though may not end
their movement in a space they cannot 3 Stamina - Needle, Nail
occupy. The user's next melee attack may be followed
Each additional Stamina spent allows an with a grapple attempt for free. When
additional square of movement, and counts moving the grappled target, it may be moved
as being dedicated to the attack. within Reach if the impaling weapon has
Reach. On their turn while the target is
Great Slash - Augmentation grappled, the user may move towards the
target to deal 2 soakable damage risk. On the
3 Stamina - Nail target’s turn, the target may choose to risk 2
The user pours their effort into a single, soakable damage to move towards the user.
mighty strike. The user’s next attack is made The impaling weapon cannot be used while
with a +2 bonus to damage, and an extra grappling the target, but the user may end
square of reach. the grapple at any time.

Needle Arts Threading


Strike - Augmentation
Cricket Strike - Normal 3 Stamina - Needle
2 Stamina - Needle With impressive agility, the user may strike
A leaping strike, using the momentum of the multiple foes in a chain. When the user
user’s jump. The user may launch up to 3 makes their next attack, the attack can chain
squares into the air, and then may launch from the first target to up to two others,
themselves 3 squares in any direction, which each must be adjacent to the previous
making an attack at any point during the target. Only the first target must be in range.
movement, all without provoking any attacks A single attack roll is resolved against each
of opportunity. target individually.
For every Stamina spent after activation, the Each additional Stamina spent allows the
user may launch themselves 1 square further. user to target an additional bug.

Gossamer Strike - Augmentation Tusk Arts


1 Stamina, 1 Soul - Needle
A ranged strike, using strings of Soul to bind
Collapsing
the weapon to the user. The user’s next Blow - Augmentation
attack has a range of 4 squares. If the attack
is successful, the user can choose to move to 1 Stamina - Tusk
the closest square adjacent to the target, or An attack that drives the target into the dirt
to have their weapon return to them. If the and disorients them. If the user’s next attack
attack misses or is dodged, the user may hits, the target takes a point of Off-Balance,
attempt it again for free as the weapon may not dodge until the start of its next turn,

52
and may not perform the dash or jump user’s next attack is made with a bonus to
actions until the end of its next turn. damage equal to the difference between
their current Heart and maximum Heart,
Shattering Blow - Augmentation provided their current Heart is the lower
value. This attack has bonus dice equal to the
2 Stamina - Tusk, Natural
amount of unique Status Effects and DoTs on
The user makes a dangerous attack, putting the user.
their body and weapon to the test. Their next
After making this attack, all Status Effects
attack is made with a +2 bonus to damage,
and DoTs on the user end, and they fall
and their weapon suffers 1 Deterioration
unconscious until the end of the scene.
from it. Using this Art with an unbreakable
weapon instead inflicts 1 stack of Off-Balance
to the user for every point of damage the
weapon would take, and it cannot be used if
it would exceed the Off-Balance cap.
For every Stamina spent after activation, the
attack deals 1 more damage, and the weapon
takes 1 more deterioration. Extra Stamina
spent cannot exceed the weapon's remaining
Quality.

Shockwave Blow - Special


2 Stamina- Tusk
The user strikes the ground directly in front
of them, releasing a devastating shockwave.
This shockwave is an AoE 3 squares wide,
and 4 squares long. It is a Might attack that
may not be parried. It deals 2 damage.
Burrowed targets within the area of effect
are struck automatically and forced to
surface; they can defend if able to dodge, but
cannot reduce successes below 1. Desperate Surge - Reaction
For every Stamina the user spends after 2 Stamina - Natural
activation, increase the dice of the attack by
When the user is targeted with a successful
1, and the length of the area by 1 square.
melee attack, they may choose to use this
Surging Blow - Augmentation Weapon Art instead of parrying or dodging.
Immediately make a melee weapon attack
1 Stamina - Tusk against the attacker at a -1 die penalty, who
may not parry or dodge the attack. This
A heavy strike, using the full force of the
attack has a +1 bonus to damage. The user’s
user’s might to send a foe flying! The user’s
attack is resolved before the attacker’s
next attack knocks the target back three
resolves.
squares, unless the attack is dodged.
The attacker’s attack still resolves even if the
Natural Weapon Arts attacker is killed or knocked unconscious.

Predatory Frenzy - Normal


Brutal Instinct - Augmentation
2 Stamina - Natural
2 Stamina, 1 Shell - Natural, Tusk
With feral rage, the user lashes out
Like a cornered animal, the user puts repeatedly. The user makes two attacks, then
everything on the line to end the fight. The

53
gains 1 point of Off-Balance. If both attacks
within the frenzy are made with pairable
Mantid Insistence - Normal
weapons, a third may be made, at the cost of 2 Stamina - Hook
1 additional Stamina and another stack of
With a lash of one's own Hook, the user
Off-Balance, as long as it would be made
brings distant foes within your reach. The
with a pairable weapon as well.
user makes an attack with a range of 4
Predatory squares. If the attack is successful, the target
is brought to the closest open space adjacent
Grasp - Augmentation to the user, or the closest possible space if all
adjacent spaces are occupied.
2 Stamina - Natural
For every Stamina spent after activation, the
If the user’s next attack is successful, they range increases by 1 square.
may immediately attempt to grapple the
target for free. If they succeed, the target
receives a -1 die penalty to all checks other
than escape attempts and Soak checks while
grappled; this stacks with the normal grapple
penalty.

Hook Arts
Feinting Blow - Unique
1 Stamina - Hook, Nail
If the next attack the user makes fails, the Wind Scythe - Special
user may immediately make a normal attack 1 Stamina, 1 Soul - Hook, Natural
with a compatible weapon they are currently
holding. The user gains rerolls for this attack The user throws a chakram of wind along a
equal to their Insight score, rounded up, and line 1 square wide and 4 squares long. This is
it costs no Stamina. This Art does not reduce a ranged AoE attack that does 2 damage.
the Stamina cost of the user’s next attack. However, it may only deal damage twice
prior to dissipating. Resolve the attack roll
This Art may be stacked with another against the targets in order of closest to
Weapon Art, treating them as a single Art. furthest. Upon reaching the end, the
chakram makes a return trip - the user rolls
Hobbling Strike - the attack again, with one more die, this time
Augmentation or Reaction resolving from farthest to closest.
For every Stamina spent after activation, the
2 Stamina - Hook
chakram can hit one more target before
The user carefully strikes a vulnerability to dissipating.
hamper enemy movement, stopping them in
their tracks. Instead of dealing damage, this
attack applies a debuff with the effect:
Sling Arts
"Movement costs 3 times as much Speed, or
2 times as much if this bug could ignore Culling Shot - Normal
rough terrain.". This debuff has stacks equal 1 Stamina - Sling, Hook
to the damage that would have been risked
by the attack. The user makes an attack against a target
within range. If the attack drops the target to
This Art may be used as a Reaction to Death’s Door, knocks it unconscious, or kills
augment an Attack of Opportunity. it, the user may use this Art again this turn.

54
Curving Shot - Augmentation initiative is rolled, the user may activate this
Weapon Art. Add dice to the initiative roll
1 Stamina, 1 Soul - Sling equal to the chosen weapon's quality, then
immediately draw the weapon and make an
The user’s next ranged attack moves past
attack against an enemy, adding 4 squares to
cover and pursues its target. Treat it as if it
its range if it is a ranged attack.
had a Speed equal to its range, instead of
moving in a straight line for the target. Roll If this attack hits, the target loses dice on
the attack as soon as the projectile enters the their initiative roll equal to the damage done.
target’s space. If the attack is dodged, or If no enemies are in range when initiative is
misses, and has enough Speed to reach rolled, the user may choose to use this Art
another target, the projectile may try to hit anyways, making the attack as soon as a valid
that target instead. This Art may not make target enters their range, provided they do so
multiple attempts to attack the same target. before the user’s first turn begins. Roll dice
For every Stamina spent past activation, the equal to the damage of this attack when that
attack has +1 Speed. happens, and subtract the total from their
initiative roll. If this brings their initiative
Disarming Shot - Normal below the user’s own, their turn is put on
"pause" until their new initiative is reached.
2 Stamina - Sling, Hook Stamina spent on this art does not
The user makes a single attack, targeting a regenerate at the start of the user’s first turn.
weapon held by a bug in range. Roll the
attack as normal. Attempts by the target to Scatter Shot - Augmentation
parry using the target weapon automatically
2 Stamina, 1 Soul - Sling
fail. If the attack is successful, the weapon is
knocked from their hands, and launched a The user’s next attack is made as a Short
number of squares away equal to the user’s Cone AoE, starting in the target square
regular damage. The bug holding the weapon within weapon range and bursting in the
risks only 1 damage. direction fired.
If the attack is a melee attack, or the weapon Each Soul spent after the first increases the
returns to the user automatically, the user Cone size by one tier.
can choose for the target weapon to end in
their square - or their hand, should they have Spidershot - Augmentation
one free.
2 Stamina, 1 trap of any rarity - Sling, Hook
Multi Shot - Normal The user's next weapon attack attaches the
dedicated trap to the target, in an armed
3 Stamina - Sling state. Traps placed in this way do not
Choose up to three targets within range. The activate if triggered by the user. If the target
user makes a ranged attack against each of is an object, treat the trap normally.
them. The user may instead opt to make Otherwise, the trap will not be activated by
multiple attacks against one target, in which the target's movement, but if a bug moves
case only one attack, chosen after they are adjacent to the side of the target, they count
rolled, can deal damage and apply on-hit as being in an activation square.
effects. Each of the attacks, however, can still If the trap has an activation radius, or an
damage Durability. ability would give it an increased radius, it
treats the target's square as the center
Quick Draw - Unique activation square, and ignores the adjacency
3 Stamina - Sling, Melee Weapon with Ranged effect. If the trap would be hidden, the target
property does not notice it.

The user draws incredibly fast, and nearly The user may choose to deal no damage with
always gets the first strike in. Just before the attack. This allows the trap to be hidden

55
with successes equal to their applicable skill.
By dedicating 1 extra Stamina, the trap may Counter Arts
be hidden while still dealing damage, with
successes equal to the user's successes on a Arachnid’s Gambit - Reaction
roll of their applicable skill.
1 Stamina - Natural, Needle, Sling

Shield Arts When the user dodges an attack with at least


1 success, they may activate this Art. The
Baldur Throw - Special user makes an attack against the attacker if
they are in range. If the attack hits, it deals 1
2 Stamina - Shield less damage, but afflicts the target with a
stack of Off-Balance.
The user hurls their shield towards an enemy
within a range of 4. This attack treats the
shield as a thrown weapon, with Quality
equal to that of the shield. The user may use
Might in place of Grace for the ranged
weapon attack. The attack deals 3 damage.
After the attack, the shield returns to the
user’s hands.
By spending an extra 2 Stamina, the user may
have the shield ricochet to another target
within two squares of the original target,
making another attack. This may be done
multiple times. Scorpion’s Riposte - Reaction
Stag’s Strike - 1 Stamina - Nail, Needle, Shield

Special or Reaction Like a patient hunter, the user waits for an


opening to strike. After parrying an attack
1 Stamina - Shield with at least 1 success, the user may
The user can hold both the line, and halt immediately use this Art and strike with a
those who attempt to pass. When a bug weapon against an enemy within range.
attempts to go through the user’s space, or
passes through a space adjacent to the user’s Vespid Deflection - Reaction
own, the user may immediately perform this 2 Stamina - Shield, Tusk
Art as a melee attack with their shield.
When targeted by a successful parryable
The attack uses the shield’s Bulk in place of ranged attack, the user may parry it using
Quality. This attack cannot be parried and this art. The user receives no penalty on the
deals no damage. If the attack is successful, parry due to it being a ranged attack, and
the target is pushed back up to 3 squares, in gains an extra die on the parry. If the parry
the direction it came from or away from the has at least 1 success, the user redirects the
user, as the user chooses. attack back at the attacker - treat it as if it
The user may also perform this Art on their has all of the same effects it had when it
turn. targeted the user, and the same number of
successes.
The user still takes damage if the attack
wasn’t negated by this parry.
For every Stamina spent past activation, add
an extra die to the parry.

56
7. Magic
Arcana are the building blocks of magic, used by those devoted to the Mystic Paths to perform
spells. Should your bug set out on one of these Paths, they will be able to learn the following
Arcana as per the Advancement section.
The Arcana listed here are not the only things that a Mystic can do with their magic, but are
the most commonly understood and practiced forms of magic, and thus the easiest to learn.
Only the greatest of Mystics craft new Arcana and add to the lore of their discipline.
If your bug would like to design their own Arcana, there are certainly more that exist beyond
those listed here, which can be created or researched. Consult with your Game Master and see
if you can work something out that’s appropriate for their game.

Attunement Ritual of their own, or perform an Arcana at a


Difficulty impossible alone, consult with your
Your bug will use their Technique slots to Game Master to work out what’s appropriate
Attune their Arcana as spells for ease of use. for their game.
A bug can cast their Attuned spells with a
Difficulty of up to twice their Mystic Ranks in
its Path.
Effects within an Arcana may allow it to be
modified in special ways, by spending
additional Soul or other resources. Some of
these alter Difficulty, while others only
change the Soul cost of the spell.

Casting Unattuned Arcana


Arcana that a bug knows can still be
performed, even if they are not Attuned as a
spell. These Arcana in their base form take
far longer to cast, often requiring extensive
rituals.
The Arcana may be performed in its base
form, or with modifications, up to a Difficulty
of twice the bug’s total Ranks in all Mystic Casting and Aiming Spells
Paths. For every 1 Difficulty that the To cast a spell, a bug must spend Soul equal
ritualized Arcana has, it takes 10 rounds to to its Difficulty. Only one spell may be cast
cast. per turn of the caster. If a spell targets a
willing bug, there is no need to roll, and the
Rituals spell automatically succeeds. Should the
The Arcana described in this chapter are not target be unwilling, or be an object held by an
the only forms of magic your bug will unwilling bug, the spell requires an attack
encounter. Not all feats of magic can be roll unless otherwise specified.
performed by a single bug alone. When casting a spell with a range of Touch,
Rituals make use of mystical events, ley lines, its attack roll is a Might or Insight based
powerful catalysts, ritual sacrifice, or many check, at the caster’s preference. When
bugs working in unison. Rituals are often plot casting a spell with a range of Close or
elements important to the progress of a further, its attack roll is a Grace or Insight
campaign, and defy a unified definition. based check instead, at the caster’s
Should your bug wish to design or perform a

57
preference. The caster adds their total Ranks
in Mystic Paths to the roll, in either case.
A spell may be dodged, but cannot be parried The versatility of one’s Soul
without special equipment.
is something that could be
If a spell calls for a contested Trait check, it
does not require a roll to hit, using an
wielded not only by wizened shamans.
opposed spell resistance check instead. The
caster does not add their total Mystic Ranks Using 0 Difficulty Arcana
to the check, as they would an attack roll. As you know, a bug can only cast spells
with a Difficulty not exceeding twice
Essence their Mystic Ranks in an appropriate
A bug with an Essence pool is capable of Path. Does that mean that any bug can
seeing and hearing spirits. Spirits are learn to cast a 0 Difficulty Arcana?
remnants left behind by the dead, who have Technically, yes! But if you think this
left an imprint upon a place. They are ideas, makes magic feel less mystical, restrict
memories, caught in time. Often they can learning Arcana to only bugs who
provide valuable insights, but as with any bug possess Mystic Ranks.
they are painted by their perspectives.

58
Universal Spell Modifiers
The following methods may be used to modify any spell on the fly.

Spell Range Spell Duration


A spell’s range can be increased or decreased As with a spell’s range, its duration may be
as a modifier to the spell, as listed on the increased as per the table that follows. The
table below. The increases to Difficulty are increases are additive. Decreasing a spell’s
additive. duration does not change its Difficulty.
However, decreasing a spell’s range, such as Spells cannot be cancelled before their
to make it a Touch spell, does not change the duration runs out. Some spell durations may
Difficulty of a spell. simply be beyond a single mortal bug to
perform alone.
Range Chart
Duration Chart
Difficulty
Range Description
Increase Difficulty
Duration Description
Increase
The spell may only
Self 0
target the caster. Continues as long
Concen-
as no Stamina or 0
Any target the caster tration
Touch +1 Soul dice are spent.
touches.
Lasts a number of
Squares equal to or Brief rounds equal to the +1
less than half of caster’s Insight.
Close +1
Insight plus one,
rounded up. Lasts a single
Scene +2
scene.
Squares equal to or
Far less than Insight plus +1 Lasts a number of
three. Scenes scenes equal to the +2
caster’s Insight.
Anywhere the caster
Sense +2
can accurately sense. Lasts a number of
Rests rests equal to the +2
caster’s Insight.
Damage/Healing
Lasts until the
Any Arcana that deals or heals an amount of Lifetime +2
caster dies.
damage may have that amount increased by 1
for each point your bug increases its Lasts until
Eternal +2
Difficulty by. For Arcana that affect an area dispelled.
or that have multiple targets, the cost
increase is doubled.
Only damage and healing from the initial
Split Spells
effect of an Arcana can be increased, not that An Arcana that would normally target only
from conditions it applies. one target may affect multiple targets.
Multiply the final Difficulty of the spell by 2,
and choose a number of targets up to the
caster’s Rank in the spell’s Path plus 1.

59
Expanded Spells A bug with only Mystic Paths does not need
to spend Stamina to perform Quickened
An Arcana with an area of effect may affect a spells. Should they stray from pure mastery
greater area when cast. Multiply the final of the Soul by taking a Martial Path, this
Difficulty of the spell by 2, and expand its benefit leaves them.
AoE to encompass squares adjacent to its
effect area, excluding the caster’s square. Conjured Spells
Quickened Spells A spell can be enhanced so that the effect is
conjured within its target’s space, instead of
Spells may be cast as Quickened, making launching in that direction. This increases
them easier to cast at an increased cost. This the Difficulty by 1, but effectively removes
raises the Difficulty of a spell by 1 for each any cover penalties, even that of full cover. In
previous spell this turn, and costs 1 Stamina addition, the first time a bug uses a Conjured
to perform. Quickened spells can ignore the spell in combat, the target receives -2 die
limit of a single spell per turn, but Quickened penalty to dodge the unexpected spell.
spells may only be cast up to three times on a
caster’s turn.

60
Arcana
Spire Arcana
When moving a target: the caster can lift the
target another square off of the ground by
spending 1 Soul. The caster may also increase
Dispel the airspeed of the target by 2 by spending 1
Soul.
Difficulty: 2
Range: Touch Missile
One magic effect of Difficulty 2 or lesser Difficulty: 1
within range ends. If prepared as a readied Range: Close
action, may counterspell a spell being cast.
Deals 2 damage to the affected bug.
At an increased Soul cost of 1, Dispel may end
spells of 1 Difficulty higher, which can be Prepare
invoked multiple times.
Difficulty: 0
Range: Self
The target may Attune a spell, an Art or a
Charm, as if it had spent the time to do so.
Prepare becomes unattuned.

Shriek
Difficulty: 2
Range: Close
Deals 3 damage, as an AoE covering all
squares adjacent to the caster, and all
squares above them and above the caster, up
to a maximum height equal to this spell’s
range.

Stasis
Levitate Difficulty: 2
Range: Touch
Difficulty: 1
Duration: Special
Range A: Close
Range B: Far A non-living target is placed into a field of
Duration: Brief stasis, rendering it immovable and
undamageable until the end of the caster’s
Lifts a target within Range A one square off
next turn. Weapons float in the air, armor
of the ground. The target can move laterally
locks its wearer in place, and traps fail to
through the air, at a Speed of 2. If the target
trigger.
is an object or willing bug the caster may
move it at Speed 2 on the caster’s turn. If the Spending 2 extra Soul increases the Duration
target is an unwilling bug, the caster may by 1 round.
attempt an opposed Insight check once per
turn to move it at Speed 2, on the caster’s
turn.
Moving a levitated target is treated as a
0-cost spell action. If the target exceeds
Range B, the spell ends.

61
Suppress Cloak Arcana
Difficulty: 1
Range: Touch Cloak Dance
Duration: Brief
Difficulty: 0
The target’s Notches and Technique Slots are Range: Self
decreased by 1, which may be increased as if
it were damage. If a target would have more So long as the target moves at least 1 space
Notches filled than their new maximum, they on its turn, it gains one free dodge attempt
become Overcharmed, but may unattune until the end of its next turn.
spells or unequip Charms at will as normal. If Quickened, Cloak Dance costs an
If a target no longer has enough Technique additional 1 Soul instead of the Quickening
slots for their Arts and Arcana, they must cost of 1 Stamina.
remove the excess.
Cloak of Blades
Ward Difficulty: 1
Difficulty: 1 Range: Self
Range: Touch The target twirls, and their clothes become
Duration: Scene razor sharp, lashing out to cut all around
The next time the target would be affected them. Inflicts 2 damage to each adjacent bug
by a magical effect while this spell is in at the same height. This is resolved as an AoE
effect, they are not. This ward then expires. attack. This damage is soakable, and rolls
successes into damage.
Increasing the Soul spent on this spell
increases the number of times it can trigger, Dive
at a rate of 1/2 Soul.
Difficulty: 0
Zap Range: Self

Difficulty: 2 The target plummets 10 squares toward the


Range: Close ground, dealing 2 soakable damage to any
bug landed on. Resolve this as a soakable
Deals 2 damage to every bug in a line spell attack done by the caster, which rolls
between the target and the caster, including successes into damage. The caster may
the target. choose to cause the target to take this
Spending 1 extra Soul allows the caster to damage as well, but this must be chosen on
move to the opposite end of the spell’s Area Attunement.
of Effect without provoking attacks. The area This spell does not restore Soul on a hit.
remains charged until the start of the caster’s
next turn, dealing 1 damage to creatures that An extra Soul may be spent to cause the
step onto or out of the charged ground. impact to damage all bugs adjacent to the
Creatures already within may move within target on landing, as an AoE.
the charged ground safely.
Fade
Difficulty: 2
Range: Touch
Duration: Concentration
The target is invisible as long as they do not
take damage. This effect can instead target
scent or vibration (sound/tremorsense), or
another sense with which the caster is
familiar.

62
Haste If Drowsy stacks reach 6 and the bug is not
currently in combat, it falls asleep until the
Difficulty: 2 spell ends. Violent actions taken within the
Range: Touch circle wake up sleeping bugs, though they
Duration: Brief retain their Drowsy stacks.
The target’s Speed is increased by 2, and it If 1 Essence is spent during the casting of this
does not incur attacks of opportunity up to 3 spell, friendly bugs are immune to the effects
times per turn. of the circle.
For an extra 1 Soul, the Speed gained or times
safe from AoO can be increased by 2.
Disguise
Difficulty: 1
Homebound Range: Self
Duration: Scene
Difficulty: 1
Range: Touch The target is given a new appearance chosen
Duration: Brief by the caster, increasing their Spook or Cute
by up to 2. They may instead take on the
An unoccupied square on solid ground within
appearance of an individual whose image is
range goes dark. At any point during the
within Sense range, gaining their Spook and
spell's duration, the caster may opt to
Cute.
instantly teleport to that space. The caster
may also do this in retaliation to an attack, While this spell is active, the caster can
but doing so costs 1 Stamina and 1 Soul, and spend 1 Essence to burn the disguise and
must be declared before the attack is rolled. transform it into a befuddling mirage for a
After triggering the teleport, the spell ends. Brief duration. While the mirage lasts, the
caster may use Insight instead of Grace to
Spending 1 Soul when the spell ends after a
dodge, and inflict a -1 die penalty on their
trigger allows another use of the teleport.
targets’ parry and dodge checks.
Teleport
Difficulty: 2
Range A: Touch
Range B: Close
Teleports a target within range A to an
unoccupied square the caster can accurately
sense within range B of the target.

Dream Arcana
Circle of Sleep
Difficulty: 2
Range: Close
Duration: Brief
Illusion
A 5x5 circle is formed, invisible to bugs
without Ranks in an Essence Path. Bugs Difficulty: 1
within the circle feel drowsy, inflicting 2 Range: Close
stacks of a Drowsy debuff each turn. The Duration: Brief
debuff does not fade while within the circle. Upon casting, an image up to the size of a
Drowsy inflicts a -1 die penalty to non-Soak single square appears. It may be animate, and
rolls, increased by a -1 die penalty for every 3 produce light and sound, and it has 4 Speed
points of the debuff. with which to move on the caster’s turn. The

63
image can be of whatever the caster knowledge, or to open two way
imagines. Touching it will discern its nature. communication with the target.
The caster can spend 1 extra Soul to increase
the length, width, and height of the image by
Semicorporeality
one square. Difficulty: 2
If 1 Essence is spent while casting this spell, Range: Touch
the caster may make the illusion visible only Duration: Brief
to select targets within Sense range. The target exists partially within the Dream.
Any non-magic damage taken by the target is
Mirror Ally halved and rounded down, to a minimum of 1.
Any non-magic damage dealt by the target is
Difficulty: 2
halved and rounded up.
Range: Touch (Target), Close (Place Copy)
Duration: Brief The target may see and interact with Dream
Spirits and other Semicorporeal subjects as if
Upon casting, a glowing and slightly
they were fully corporeal.
transparent reflection of the target appears
somewhere else within range, though mighty Whenever an attack is made by or against a
foes may yield inferior reflections. Unwilling target the caster made Semicorporeal while
targets may resist using Insight. It possesses they are in Sense Range, the caster may
the same base stats, traits and equipment of spend 1 Essence to make that attack deal
the target, with the exception of Charms and normal damage.
consumables. It has no Arts, path ranks or
special abilities, but shares the caster’s Speak with Dreams
attuned spells. Its Heart stat equals 2 upon
Difficulty: 1
appearing, and the apparition is placed after
Range: Touch
the caster’s Initiative.
Duration: Scene
Its actions are controlled by the caster, and it
The caster pulls together Dream fragments
shares its tax, Focus Actions, Soul and
left behind by a targeted corpse, creating a
Stamina with the caster. The caster can gain
pseudo-spirit capable of speaking and
no Soul or Essence from affecting their
answering questions.
Mirror Allies with gathering methods.
Spending 1 Essence while casting this spell
Spending 1 Essence during the casting allows
allows it to be cast upon a sleeping target to
the Ally to use a single Art, spell, rank 1 path,
speak with them, fitting seamlessly into their
or special ability the target knows.
dream. The target tends to forget these
Read Mind exchanges, and think of things they were
convinced of therein as their own ideas.
Difficulty: 1 Other Essence users are aware of the
Range: Touch intrusion, and lucid during the encounter.
Duration: Concentration
The target may make a contested insight Nightmare Arcana
check. If the caster wins, the target’s surface
thoughts may be read by the caster for the Bloodboil
duration of this spell. This conveys any
immediate intentions the target has, as well Difficulty: 1
as making it impossible for them to Range: Touch
successfully lie to the caster. Duration: Brief

Spending 1 Essence while casting this also A target object soaked in blood bursts into
allows the caster to silently propose a yes or flames. Coating the object in blood costs a
no question to the target,without the target’s point of Heart, though it need not be the
caster’s. A weapon that has dealt damage to a

64
bug this scene counts as coated in blood.
Weapons under this effect gain 3 charges,
Enrapture
which can be expended to deal an additional Difficulty: 2
1 unsoakable fire damage on hit (number of Range: Touch
charges are increased as if they were Duration: Concentration
damage).
Make an opposed Insight check. On a
May instead be cast on bloodsoaked bugs to success, the target is unable to do anything
inflict a 3-point Status Effect that deals 1 but remain locked in place for as long as the
damage each round (points of the Status spell lasts. The caster must maintain eye
Effect are increased as if they were damage, contact with the target throughout this spell.
at the same time as the charges). Failure to maintain eye contact, or the target
If 1 Essence is spent while casting this spell, taking damage, ends the spell immediately.
then the Soul cost is decreased by 1. If 1 Essence is spent while casting this spell,
then the caster may sing a haunting melody
in place of maintaining eye contact, as the
target can hear the song. Casters with
appropriate skills or the Song trait gain a +1
bonus to the Insight roll. When using a
melody, this spell’s range increases by 1
category.

Fireball
Difficulty: 2
Range: Close
A thrown fireball scorches the target square
and all surrounding squares for 2 damage.
Spending 1 Essence while casting this spell
reveals it as an illusion to some. Choose any
number of bugs in the area that would be
affected by this spell. These chosen bugs
Dream Eater experience the flames as an illusion and are
not harmed by it.
Difficulty: 1
Range: Touch Manipulate
This spell may only be cast on a sleeping Difficulty: 1
target or a spirit. Make an opposed Insight Range: Close
check against the target. On a success, the Duration: Scene
target’s dreams are consumed by the caster.
The target does not gain any of the benefits This spell is undetectable except to those
of their night’s rest, and the caster’s Heart with Path levels in Dream or Nightmare, or
and Soul are fully restored. the proper proficiency mastery. The caster
makes a contested Insight check with the
If used on a spirit, the spirit is banished, and target. On a success, the caster gains one
the caster gains 1 Essence. automatic success on any social check the
If 1 Essence is spent while casting this spell, caster makes against the target.
then the caster may peer into the nightmare Spending 1 Essence while casting this spell
they have created before eating it, grants the caster an automatic success on
discovering the deepest fear of the target. opposed Insight checks against the target,
including to resist this spell.

65
Puppet Unmask
Difficulty: 2 Difficulty: 2
Range: Close Range A: Self
Range B: Close
The caster contests Insight with the target.
Duration: Brief
On a success, the caster causes the target to
perform an action at the start of their turn. The target’s (range A) face peels back, and is
This may be any 1-Stamina action that is not replaced with a horrifying vision of their
a Weapon Art. viewer’s worst fear. Bugs in range B contest
Insight or become frightened. Frightened
Spending 1 Essence when casting this spell
bugs next to the target may not take any
hits, allows the caster to forcefully move the
action other than to evade attacks or get
target 2 spaces in any direction if the target
away.
is able. This expends the movement’s Speed
from the target’s next turn. Additional Spending 1 Essence while casting this spell
Essence may be spent to move the target decreases frightened bugs’ Speed to 0.
further, up to their Speed.
Bloom Arcana
Amrita
Difficulty: 2
Range: Touch
If the target has taken damage from a DoT
within the last turn, it is healed. In addition,
the durations of all DoTs and Status Effects
on the target are reduced by 2. Alternatively,
the caster may choose one Status Effect,
DoT, Curse, or Magical effect on the target to
end immediately. If it is a magical effect or
Swarm curse, successes equal to the effect’s
Difficulty: 2 Difficulty are required.
Range: Self The caster can reduce the duration of effects
Duration: Brief by an additional 1 turn for an additional 1
This spell’s range cannot be increased. The Soul spent.
caster divides into a desired number of Small
versions of itself, up to its Insight. Stats do Bloom’s Boon
not change, and they remain one creature for Difficulty: 1
Art and Spell use per turn. The caster Range: Touch
distributes their resource pools between Duration: Brief
these selves. Each swarmling acts on the
caster’s turn. So long as at least one self A great blossom forms under the target’s
survives the duration, the caster reforms at feet, then closes its petals, enveloping the
the location of any swarmling, regaining any target until this spell’s duration ends. A target
resources that were not lost. may not dodge this spell if immobilized.
While in this bloom, the target is free to
If 2 Essence is spent, this spell can be cast as perform any action it could perform in a
a reaction upon suffering damage from an single-square room, and DoT effects and
attack. The attack’s damage is negated, and Status Effects neither trigger nor reduce in
the caster must split into no fewer than three duration.
swarmlings. The attacker’s turn is not
interrupted, and proceeds after the division. The bloom may be attacked, and has Hearts
equal to the caster’s Insight, and no Shell.

66
Bud Buddy normally through the vines, but any other
bug must spend 1 Stamina dice for every
Difficulty: 2 square they move through the vines. Bugs in
Range: Touch the area of effect at the moment of casting
Duration: Brief must roll a Might or Grace check, contested
by the caster’s spell attack roll. On a failure,
The caster targets a square within range. The
they become grappled, and may not move.
target square spawns a Small walking flower
Escaping the grapple after being caught
bud.
requires 2 successes.
The Bud Buddy has a Might of 3 and a Grace
The caster can add 1 more success required
of 3, 3 Stamina, 3 Hearts, 4 Speed, and acts at
to escape by increasing the Soul spent by 1.
the end of the round. The Bud Buddy is
unable to attack, but may attempt a parry or
dodge on behalf of an adjacent friendly bug.
If the attempt has at least 1 success, the Bud
Buddy becomes the recipient of the attack
instead.
When the Bud Buddy dies, the caster may
immediately spend 1 Soul to have another
Bud Buddy spawn in the dead Buddy’s space.

Calm
Difficulty: 2
Range: Touch
Duration: Brief
Contested by Insight. On a failure, the target
is unable to take any hostile actions while
under this effect, and may be more open to
conversation. This effect breaks instantly if
Healing Pollen
the target believes it is in immediate danger. Difficulty: 2
Range: Self
Energize
A cloud of healing pollen is released around
Difficulty: 2 the target, restoring 1 Heart to the target and
Range: Close all adjacent bugs, as well as rejuvenating
Duration: Brief plant life within the effect.
Select two targets within range. Targets can
both be the same target.
Symbiotic Seed
The first target expends 10 Belly. An unwilling Difficulty 2
target may make an opposed Shell check Range: Touch
against the caster’s Insight to resist. Duration: Brief

The second target gains 1 Glory Stamina, The caster plants a seed on the target, which
which fades if not spent within the duration. grows rapidly. The target gains a single core
non-Mystic Trait of the caster’s choosing,
Entangle with a maximum Hunger of 5, and a
minimum Hunger of -5, or negates such a
Difficulty: 2 trait. An unwilling bug may attempt to
Range: Touch remove the vines with a Might check of 2
Duration: Brief successes as a Skill Action, but takes 2
A targeted 3x3 square sprouts vines that are damage if successful. Giving a target a trait
helpful to the caster. Allies may move

67
that it already has has no effect, unless the When one attunes this Arcana as a spell, they
trait can be taken more than once. choose DoT or Paralysis. The spell can inflict
3 poison DoT, or 6 points of Paralyzing
Increasing the Soul spent by 1 increases the
Venom, depending upon which is attuned.
maximum Hunger by 5, and decreases the
minimum Hunger by 5.

Thorn Arcana
Antivenom
Difficulty: 0
Range: Touch
The target may consume doses of the poison
currently applied to their weapon to cleanse
an equal number of points of DoT or debuffs
afflicting them.
Spending 1 Stash during casting applies this
spell as if the target had consumed 3 doses of
a poison.
Infest
Bog Difficulty: 2
Difficulty: 2 Range: Close
Range: Far Duration: Concentration
Duration: Brief The target is afflicted by 1 poison DoT that
The caster creates a patch of sticky, oozing does not decay and cannot be burned off
ground which carries the effects of a known except by magic, lasting for the Duration.
Common poison, chosen when Attuning this Points of poison DoT beyond that 1 can decay
Arcana as a spell, filling a 3x3 square area and and be burned off as normal. Its maximum
creating rough terrain that costs 2 Speed to Duration is Brief.
move out of. The muck can be dodged only if By spending 1 Stash on their turn, the caster
the creature can move out of its area while can cause the infestation to spread to a
dodging. creature adjacent to the infested creature. It
Creatures within the area suffer the effects is part of the same spell, and has the same
of the poison while within, and for 1 round remaining duration.
after leaving. Effects that stack apply again
when ending a turn inside the bog. Poison Wave
Spending 1 Stash during casting allows any Difficulty: 1
known Common or Uncommon poison to be Range: Touch
applied. Duration: Brief
For the duration, target melee weapon gains
Envenomate 1 additional space of Reach while it has a
Difficulty: 1 poison applied to it, as the poison lashes out
Range: Touch beyond the weapon.
With a touch, instill the target’s body with a By increasing the spell’s Difficulty by 1, the
mystical venom. The venom bypasses poison granted Reach may be increased by 1.
immunity, but inflicts half of its effect,
rounded up, on creatures immune to poison.

68
Smog Dust Arcana
Difficulty: 2
Range: Far Abrasion
Duration: Brief
Difficulty: 2
The caster creates a cloud which carries the Range: Close
effects of any known Common poison,
chosen when Attuning this Arcana as a spell, Target receives 3 points of DoT as a
filling a 3x3 square area and obscuring vision. sandstorm surrounds it and begins to sheer
The cloud can be dodged only if the creature away its flesh. This is treated as an
can move out of its area while dodging. environmental effect.

Creatures within the area suffer the effects Annihilate


of the poison while within, and for 1 round
after leaving. Effects that stack apply again Difficulty: 1
when ending a turn inside the cloud. Range: Touch

Spending 1 Stash during casting allows any A target non-living mundane object turns to
known Common or Uncommon poison to be dust, utterly destroying it. Living material
applied. and objects covered in sap or amber are
immune. If the targeted object has a Quality,
Spine Strip it takes 1 Deterioration. Objects with
Durability lose 2 Durability.
Difficulty: 1
Range: Close If this spell is cast on a husk, its Shell is
lowered by 2. The effects can be increased as
Thorny spines form in a contiguous line in if they were spell damage.
range, up to the spell’s range in length, as an
AoE. The maximum range is Far. Creatures Enervate
within the AoE risk 1 base soakable damage,
and have their Speed reduced by 1 until the Difficulty: 1
end of their next turn. Range: Close

The spines linger until the start of the Deals 2 Stamina damage to target.
caster’s next turn, and affect any creature Spending 1 extra Soul increases the Stamina
that steps on them. damage by 1.
Spending Stash equal to the cost of a known
poison during casting applies it to the spines Mindwipe
as if they were a weapon. Difficulty: 3
Range: Touch
Thorns Duration: Lifetime
Difficulty: 0 Make a contested Insight check. On a
Range: Self success, choose a specific memory for the
Duration: Brief target to forget.
The target is covered in malevolent brambles The target does not lose any skills, spells, or
that lash out when the target is hurt. When Arts it has, though may be confused where it
the target is hit, the thorns attack adjacent learned such things.
enemies with a 1 success attack that deals 1
base soakable damage.
Spending Stash equal to the cost of a known
poison during casting applies it to the thorns
as if they were a weapon.

69
Sandstorm Starving Madness
Difficulty: 1 Difficulty: 3
Range: Touch Range: Touch
Duration: Brief Duration: Eternal
The caster may create a 3x3 space The target is immediately starving, being
sandstorm. The storm can be dodged only if reduced to -60 Belly.
the creature can move out of its area while
In addition, target contests Insight. On a
dodging. The sandstorm obscures vision,
failure, the target is cursed for the duration,
hearing, and tremorsense beyond adjacent.
and when it dies it becomes a Husk.
Any bug that enters the sandstorm or ends
its turn within the sandstorm receives a Wasting
3-point Status Effect that lowers Shell by 1.
Difficulty: 1
This Status Effect lowers Shell by another 1
Range: Close
for every 3 points, and bugs with no Shell left
Duration: Brief
take 2 environmental damage. Husks, Barrens
and the caster are immune to the sandstorm. A target living creature within range suffers
10 Belly damage, and suffers a -1 penalty to a
Spending 1 extra Soul increases one
Primary Attribute of the caster’s choosing for
dimension of the sandstorm by 1 square.
the duration. Speed may be chosen as if it
were a Primary Attribute.
A Shell check opposed by the caster’s Insight
may negate the penalty, but not the Belly
damage. Damage increases raise the Belly
damage by 10 instead of 1.

70
Example Rituals
Soul Jar does normally not cause harm despite the
high speeds.
Cost: 1 Soul, a container
Requirements: Spire Rank 1 Dream Gate
Casting Time: 10 Rounds
Cost: 3 Essence
All nearby willing or helpless bugs are Requirements: Dream Rank 2
drained of their Soul by 1 point each round Casting Time: 10 Rounds or 1 Camp Action
throughout the ritual. Any bug that reaches 0
The caster generates a Dream Gate at their
Soul begins taking damage to their Hearts
location, which lasts until the caster dies. A
instead. Corpses in the area provide 1 Soul
caster may have only two Dream Gates
each, and can only be tapped once.
created at any one time; when a new one is
The drained Soul is stored in the component created, the oldest closes.
container, and may be drawn from later in
A character may travel between known
the same way as a smaller Soul Totem. The
Dream Gates, including the Dream Gates of
container can hold Soul equal to its Bulk. A
others, by spending 1 Essence as a Focus
bug’s corpse can be chosen as the container,
action.
twisting and contorting it into a statue which
can hold Soul equal to twice the bug’s Bulk. Carnivale
A living bug designated as the container may
Cost: 1 Essence,
instead be transformed into a Mistake, an
Caster recovers no Soul during this Rest
Average sized slithering gooey mess that has
Requirements: Nightmare Rank 1
Hearts equal to the Soul invested in it, 2 Soul,
Casting Time: 1 Camp Action
3 Stamina, 5 Speed, and 2 in each Attribute.
Mistakes have the Contortionist Trait and All bugs resting within Camp lose 10 less
can use the Slam natural weapon. Hunger overnight, as the caster creates a
feast of semi-real food made out of Essence.
Mistakes the caster creates obey the caster.

Wind Wake
Cost: 2 Soul
Requirements: Cloak Rank 1
Casting Time: 4 Rounds
Using one’s cloak or other movement to
generate wind, the caster creates a massive
magical jetstream which can suck in and
carry things in it’s wind tunnel over a long
distance.
A 4x4x4 area within Close range is wreathed
Funghouse
in a sphere of wind and moves at 20 squares Cost: 2 Soul
per round in a chosen direction, costing 1 Requirements: Bloom Rank 2
Soul for each additional round until the Casting Time: 10 Rounds
caster ends the ritual or runs out of energy. Duration: 1 Rest
The caster must end the ritual and start over
A small spore is thrown on a non destructive
to change the direction of the jetstream.
surface and over a few moments a large 4x4
Anything within the area or caught up in it space mushroom sprouts from it. The
moves with it. Moving through the jetstream Mushroom has a cap that protects from

71
falling debris and can be entered via it’s
lateral filaments.
Inside the mushroom, the party can safely
rest in a comfortable area. Instead of resting,
the party may briefly meditate inside the
mushroom to regain 2 Hearts and remove
negative effects that fade on a rest; doing so
causes the mushroom to decay quickly and
ends the effect.

Briar Patch
Cost: 3 Soul
Requirements: Thorn Rank 2
Casting Time: 1 Camp Action
Duration: Lifetime
Within up to Far Range from the point they
cast this ritual, the caster may create thorny
fortifications. Each space within range may
be given one of the following qualities:
● Covered in rough terrain made of
thorny briars, risking 2 soakable Entomb
damage when moved into and costing Cost: 3 Essence
twice as much Speed. A bug may take Requirements: Dust Rank 3
four times the normal Speed cost to Casting Time: 10 Rounds
move without taking damage risk.
● Forms a wall up to the caster’s Close After channeling, the caster and their nearby
range in spaces tall. The wall is rough party are entombed beneath the sand or dirt
terrain as above, if climbed on. below - the ritual must be performed in an
● Forms a gate which can be opened or area with appropriate earth at least 6 squares
barred from the inside, and a thorny deep. This places the caster and party in a
wall above. stasis which immunizes them from all
damage, effects and Hunger degradation,
The ritual’s casters may spend the requisite allowing them to wait out any environmental
amount of Stash to apply one known effects.
Common or Uncommon poison to a number
of thorny spaces equal to their Thorn Rank; The caster maintains a clouded and hazy
this can be done any number of times, and awareness of their surroundings and may
the first time is free. raise themselves and the party from their
stasis over a duration of 5 turns. If the
Entombed bugs are dug up manually before
they rise from the earth, they are treated as
if they were asleep.
Detection of the Entombed bugs requires an
appropriate Skill check of 4 successes, such
as Dust Lore or Investigation.

72
8. Charms
Charms are small, magical tokens, typically formed from a bug’s dying wish. A bug can only
equip or unequip Charms whilst resting, and each Charm takes up a certain amount of
Notches. A bug may not equip multiple copies of a Charm, regardless of Charm modifiers (such
as Fragile).
If the bearer has at least one free Notch left, they may equip a single Charm they do not have
enough Notches for. This process puts the bug's spirit and body at risk, leaving them
Overcharmed. In this state, they take all damage twice.

Charm Rarity Legendary Charms


Cost: Priceless (can only be acquired in play)
Common Charms The stuff of higher beings, capable of altering
Cost: 100 Geo the course of history.

These Charms form naturally through Cursed Charms


unknown processes. Explorers often sell
them to merchants or one another. Cost: -100 Geo discount (to a minimum of 50)
These are attempts to manufacture Charms
Uncommon Charms by manipulating the environment or by
Cost: 200 Geo torturing a bug in specific ways, to produce a
tailor-made death.
These Charms are common last wishes left
by dying bugs. They often enter market Cursed Charms often carry detrimental
circulation when sold by family members, secondary effects., but can be easier to
former companions, or their killers. acquire than their normal counterparts,
often through shady dealers.
Rare Charms
Fragile Charms
Cost: 300 Geo (generally not available for
purchase, except at the GM’s discretion)) Cost: -100 Geo discount (to a minimum of 50,
may apply only to Rare or lower rarity)
These Charms either form naturally in rare
conditions, or have been left by multiple Similar to Cursed Charms, these are
dying bugs in near-identical forms. There are attempts to forcibly create specific Charms.
often five or fewer of these in existence. Fragile Charms are often the work of ritual
magic, possibly involving a live sacrifice.
Unique Charms When the bearer is knocked unconscious or
Cost: 400 Geo (generally not available for falls to Death's Door, the Charm shatters into
purchase, except at the GM’s discretion, may dust.
bring attention of those seeking the Charm;
often require questing to find them)
One of a kind Charms which change hands
only through inheritance, violent or
otherwise. Each bears a storied and often
bloody past.

73
When our spirits go to Dream, a powerful desire can cling
to the material, imbuing objects with potent blessings... or curses.
Death Charms
When a bug dies, it may leave a Charm behind. Charms typically have a purpose
related to the death of the bug who created them, but this is not always so.
Charms typically are only created by special bugs, and not rank-and-file mooks. But a
Charm can be a good way to remember a deceased Player Character, a favorite NPC,
or even a particularly tough foe! You can choose a Charm from the list, or even make
your own!
Examples

Rusted Blades The Bell Tolls


⊚⊚ ⊚⊚
Metallic weapons that strike the bearer The bearer may choose a square within
do -1 damage. Far range and spend 1 Soul to create a
resounding ringing noise originating
A Charm-ified version of a fearsome boss’
from that spot, as if from a bell.
ability, which caused all metallic
weapons in the area to lose damage. An annoying NPC who antagonized
enemies into attacking the party by
ringing a bell dropped this Charm.

Spare Mask Silent Burden


⊚⊚⊚ ⊚
When the bearer of this Charm dies, The bearer’s Load is increased by 2.
their body and possessions rapidly fade,
While a Husk does not typically have a
and they rematerialize, alive, in the last
will with which a Charm would form,
safe place they visited. The Charm
there are some exceptions. A Husk that
crumbles to dust after it triggers once.
was enjoyed by the party died due to
A player character died in an incredibly being alone and outnumbered. There is
unsatisfactory way, simply because of also the possibility that the bug created a
circumstance. While the game is free of Charm upon dying, but the one who
resurrection abilities - and intentionally turned them into a Husk simply did not
so - the character was a target of notice until later.
significant investment and emotion.
However, Charms should drop when
This Charm represents a sort of apology cinematically appropriate; even Vessels,
to the player, as well as a way to prevent Husks, or other bugs who do not have
such a death from happening again. wills may drop Charms upon death, if
they had the thematic impact to do so.

74
General Charms Breath of Night - Common
⊚⊚
Agile Instinct - Uncommon The bearer of this Charm is kept cool,
⊚⊚ regulating their body heat. They suffer no ill
effects from extreme heat, and have DR 1
For 1 stamina, the bearer may choose to Soak against attacks involving fire damage.
any kind of damage using Grace, instead of
Shell. An attack fully Soaked this way is Dashmaster - Uncommon
treated as if it were dodged.
⊚⊚
Amber Chalice - Uncommon Every second Dash or Jump action the bearer
⊚⊚⊚ performs costs no Stamina.

The bearer’s flasks and fluids which apply Deadeye’s Trick - Uncommon
their effect to a square apply that effect in a
line along their path to the target. ⊚⊚
Terrain+ effects also affect squares adjacent When flung using a Sling, Slingshot, or
to the ones on their path, but do not affect Slingapult, the bearer’s flasks may deal the
the square of the bearer unless desired. weapon’s normal damage as well as the
effects of the flask when striking a target.

Deep Focus - Common


⊚⊚
When the bearer Focuses Soul to heal, each
die succeeds on 4+. However, the bearer
must wait a full turn before they can Focus
again.

Effulgent Soul - Rare


⊚⊚⊚
After resting, the bearer receives 3 Glory
Soul, which are recovered when the bearer
Baldur Shell - Uncommon rests.

⊚⊚ Emperor’s Blessing - Unique


When Focusing, the first time the bearer ⊚⊚⊚⊚
would take damage, negate 4 of the damage
from that source. As the ruler lay before his people, he spoke to
them one last time, “Follow not my mistakes,
Borrowed Heart - Uncommon for it is the brightest stars that burn out
swiftest.” But his words were drowned in the
⊚⊚ hardening Amber, frozen with him in time.
If the bearer deals damage on their turn, the The bearer of this Charm’s maximum
next time they take damage, it is reduced by Stamina is doubled. However, they only
1. recover 1 Stamina each turn, instead of
refilling their pool.

75
Fallen Defender - Uncommon Gleaming Soul - Common
⊚⊚ ⊚
After the bearer parries or dodges an attack, After resting, the bearer receives 1 Glory
reduce the successes of the attack by 1, to a Soul, which is recovered when the bearer
minimum of 1, if it was not completely rests.
negated.
Glory Core - Rare
First Stone - Unique ⊚⊚⊚

After resting, the bearer receives 4 Glory
Long ago, in time before time, the first bug Stamina, which are recovered when the
threw the first stone. Legends say that this bearer rests.
Charm was left by them, and for whomever
bears their crest all that which is tossed takes Glory Heart - Uncommon
on the qualities of that first stone.
⊚⊚
Improvised thrown weapons have no attack
After resting, the bearer receives 2 Glory
penalty. Thrown weapons always have at
Stamina, which are recovered when the
least 2 base damage.
bearer rests.
Furnace Heart - Common Glowing Womb - Common
⊚⊚
⊚⊚
The bearer of this Charm is kept warm, and
If the bearer has Soul at the start of their
their body radiates heat. They suffer no ill
turn, they may spend 1 Soul, and a small fly
effects from extreme cold, and deal an
appears next to them.
additional 1 environmental fire damage with
their unarmed attacks and grapples. When a hostile bug comes within line of
sight, within 3 squares of the bearer, the flies
This does not apply to other natural weapon
each make a ranged attack with 6 dice that
attacks.
deals 1 damage, and then disappear. The
rollover cap of these attacks is 3.
The bearer may only have up to three flies at
any given time, and cannot produce them
outside of combat.

Great Greed - Uncommon


⊚⊚
When the bearer delivers the killing blow to a
Gathering Swarm - Common living sapient, they burst like a piñata and
spill out money equal to 50 Geo, plus 50 Geo

for each Rank the creature had.
A swarm of small flies serves the bearer,
gathering all loose change. All money in a Great Heart - Uncommon
room that is not shut away is brought to the
⊚⊚
bearer, and the swarm coalesces around
deposits of ore and containers in which The bearer’s maximum Heart increases by 1.
valuables are kept.
The bearer may turn the effects of this
Charm off or on at will.

76
Great Strength - Rare Lifeblood Core - Rare
⊚⊚⊚ ⊚⊚⊚⊚
The bearer's attacks carry greater weight. If The bearer has 4 Lifeblood Hearts. These
the bearer’s attack inflicts rollover damage, come back after resting.
that attack inflicts an additional 1 damage.
Lifeblood Heart - Uncommon
Heretic’s Blessing - Unique ⊚⊚
⊚⊚⊚
The bearer has 2 Lifeblood Hearts. These
Once there were five, courageous in heart and come back after resting.
defiant in soul. Against their King they stood.
Against their King they fell. With their final Light Step - Uncommon
breaths they cursed him, five wishes as one,

and by their life’s blood was he bound.
The bearer doesn't activate traps by stepping
The bearer of this Charm has their base
into their activation squares as long as the
Hearts multiplied by 1.5, and changed to
bearer's total Bulk (including their own
Lifeblood Hearts. These come back after
weight) equals 3 or less.
resting.

Hidden Dragonfly - Uncommon Loose Pockets - Uncommon


⊚⊚
⊚⊚
When dashing, or moving after a dodge, the
The bearer of this Charm counts as having
bearer may arm and place a trap from their
the Leaping trait. If they already have the
Belt on the square they previously occupied.
trait, reduce the Stamina cost required to
leap by 1. If they did not already have a trap, they may
spend Stash to create one they know the
Hiveblood - Uncommon recipe for.

⊚⊚ Mark of the Ally - Rare


If the bearer takes damage, they heal for 1
⊚⊚
Heart at the end of their next turn, as long as
they have at least 1 Heart. This effect does If an ally adjacent to the bearer is targeted by
not trigger a second time until it is an attack, and does not dodge or parry, the
completed. bearer may choose to parry the attack for
them. Resolve the parry as normal.
Hunter’s Patience - Uncommon If the parry is partial or the attack inflicts any
⊚ effects despite being parried, those effects
target the bearer instead of the intended
Traps the bearer places are always hidden by
target.
default, with successes equal to the bearer’s
applicable skill, even if done in plain view. Mystic Glide,
They do not activate normally when a bug
steps into one of their activation squares.
Shape of Unn - Uncommon
Instead, at any time on the bearer’s turn or as ⊚⊚
a readied action, the bearer may activate any
of their traps, targeting any bug in a square The first time the bearer Focuses on their
that would normally activate it. turn, it does not end their turn. Movement
taken by the bearer does not break the
bearer’s Focus, nor does forced movement on
the bearer.

77
This Charm does not allow the bearer to
spend Stamina or take reactions without
Spirit’s
breaking Focus. Armaments - Uncommon
Quick Cast - Unique ⊚⊚

⊚⊚⊚⊚ The character’s weapons and armor become


shadowy and indistinct, and are treated as if
Locked in their duel, the two sorcerers fought. they weighed 1 Bulk less.
A clash of thunder and smoke filled the air.
Spent and broken they stood across from one This does not affect weapon eligibility for
another. “You are ever my equal.” Said the one. pairing, or remove Off-Balance from heavy
“Imagine what we could have accomplished weapons.
together.” Said the other. Their ichor pooled in
the middle of the room, and from it rose this
Spore Shroom - Common
Charm. ⊚
The bearer’s first Quickened spell each turn After receiving healing, a poisonous cloud is
does not have an increased cost. created, radiating from the bearer. The cloud
covers the square of the bearer, as well as all
Quick Focus - Unique adjacent squares, and disappears at the start
⊚⊚ of the bearer’s next turn.

He clutched the oozing wound in his brother’s Enemies who end their turn in the cloud take
side, willing it to stitch together. ‘Faster,’ he 2 damage.
thought, the Wasp walking nearer. ‘Why won’t
you go faster?’ With the drop of a nail, two
Sprintmaster - Uncommon
stories silenced. ⊚⊚
The first time the bearer Focuses on their The bearer is swifter than other bugs of its
turn, the Focus cannot be interrupted and species, gaining a +1 die reroll when
resolves at the end of the bearer’s turn. determining Initiative, and adding 2 to its
Speed.
Retrieving Swarm - Common
⊚⊚
Stalwart Shell - Uncommon
Any weapons the bearer throws, or pieces of ⊚⊚
ammunition they expend, are returned to If the bearer takes damage, they gain 1 extra
their hands at the end of the turn the bearer die on all Soak rolls against subsequent
throws them, or at the start of their next damage until the start of their next turn. This
turn if they threw them out-of-turn. grants a Soak attempt with the gained dice if
If the bearer’s hands are full, the objects are the bearer could not Soak normally.
returned to their packs, holsters, quivers,
etc, or simply dropped at the bearer’s feet. Star’s Resplendence - Unique
Flasks’ contents are lost, but the empty flask ⊚⊚⊚⊚
is reassembled and returned.
The bearer gains 1 point of Glory Soul, which
Spare Gear - Common replenishes at the start of their turn if used.

⊚ Sultan’s Crest,
The bearer gains 1 point of maximum Stash. If Defender’s Crest - Common
the bearer does not have a Stash pool, they
gain one, which can be used for any recipes ⊚
that their Traits provide.

78
The bearer carries a noble aroma, which Born of presumptuous ego, and twisted love.
radiates into adjacent squares if the bearer To hold an abomination in one’s heart. To her
wishes it to. end she wished only to stop the flowing of the
hourglass, that she may remain with him.
Bugs ending their turn within those squares
Instead her hollow remains became the mother
suffer 1 gross-out DoT. This DoT does not
of monsters.
tick until the end of the bug’s turn.
When afflicted by a DoT that would inflict its
Bugs with the Stench Cloud Trait find the
damage at the start of their turn, the bearer
bearer more amicable, while those who do
instead takes that damage at the end of their
not are usually disgusted.
turn.
Survivor’s Reward, Wayward Compass - Common
Grubsong - Uncommon ⊚
⊚ Allows the bearer a general sense of
The bearer receives 1 Soul die after taking direction. They will always know which way
damage. is north, as well as the general location of any
place they have already been.
Survivor’s Will,
Weaversong - Rare
Carefree Melody - Rare
⊚⊚⊚⊚
⊚⊚⊚
When the bearer rests, they gain a following
When the bearer takes non-self inflicted of 3 tiny spiders. They may each act once per
damage, add 3 dice to this Charm's dice pool. turn on the bearer's turn within 4 spaces of
When the bearer takes damage they may the bearer.
empty the pool and roll those dice to reduce
the damage by the successes rolled. The spiders can perform simple actions such
as carrying items or attacking enemies. They
Effects that trigger when taking damage still can carry up to 1 Bulk each and can work
occur. together to move heavier items. If they
attack, they make a melee attack with 3 dice
Thorns of Agony - Uncommon that deals soakable damage equal to the
⊚ number of weaverlings attacking a target, to
a maximum of 2. If all three spiders attack
Whenever the bearer suffers damage, make the same target, they gain +1 to hit.
an attack against all adjacent enemies. This
attack is a melee attack with 1 success, which During camp, the spiders grant +1 reroll to
deals 1 damage. any rolls during the bearer's camp action as
they lend their tiny claws to help.
Trained Eye - Uncommon Spiders can be killed by any amount of AoE
⊚⊚ damage that hits their bearer, unless their
actions were spent to seek cover.
When a bug targets the bearer with an
attack, and is successful in damaging them or
applying a Status Effect or DoT, the bearer
gains 1 extra die on all parries and dodges
they make against attacks done by that bug
for this scene.

Twisted Hourglass - Unique


⊚⊚

79
Winding Cog - Common The bearer may not have more than 1 Glory
Stamina at a time from this Charm.
⊚⊚
After resting, the bearer receives 2 Glory
Mark of Predation - Common
Stash, which are recovered when the bearer ⊚
rests. If the bearer does not have a Stash
The bearer of this Charm radiates a
pool, they gain one, which can be used for
threatening presence and appears more
any recipes that their Traits provide.
fearsome. The bearer’s Spook is increased by

Social Charms
1.

Bulging Coercion - Common



When attempting to Bully a target, the bearer
may treat a third of their current Belly as
their Spook value.

Darkstalker’s
Tongue - Uncommon

When attempting to Deceive a bug for the
first time, the bearer gains a +1 bonus to the
roll, but afterwards suffers a -1 penalty to Oak Lotus - Common
Deception checks against that target.

Grim Eye - Rare The bearer of this Charm radiates a soothing
⊚⊚ presence and appears cuter. The bearer’s
Cute is increased by 1.
Unseen attacks against the bearer of this
Charm suffer a penalty to hit equal to their Parasite’s Kiss - Rare
Spook score.
⊚⊚
Kingseeker’s Eye - Uncommon When kissing a willing bug, the bearer may
⊚ activate this Charm to immediately deal 2
magic damage to that bug and heal 2 Hearts.
When observing another bug, the bearer can
identify any Paths which it possesses at Rank Petal’s Grace - Uncommon
3, skills it has Mastered, and Attributes it
possesses at 5 or higher. ⊚⊚⊚
When the bearer chooses to move while
Limelight’s Glare - Common making a dodge, they may use their Cute
⊚⊚ score to dodge in place of Grace.

The bearer of this Charm may showboat as a Rusted Crown - Uncommon


Focus Action. At the end of the showboating,
if any witnesses have been Impressed by the ⊚⊚
bearer in this scene, the bearer gains 1 Glory When the bearer makes an opposed check to
Stamina, or a 1 die reroll on an ongoing inflict a spell effect upon a target, they may
performance. use their Spook score in place of Insight.

80
Shared Soul - Uncommon Enemies must be both in fighting condition
and a threat for this Charm to work.
⊚⊚
Once attuned, this Charm separates into two
Crouching Spider - Uncommon
halves. The second half may be attuned at no ⊚⊚⊚
Notch cost by another bug.
The bearer may use Grace to parry instead of
While that bug is within a range equal to the Might. On the bearer's turn, their first attack
primary bearer's Cute score, the two bearers receives a +1 die bonus for each of their parry
are Soulmates with one another. attempts using Grace which had at least 1
success since their last turn.
Combat Charms Duelist’s Focus - Uncommon
Ancient Strength - Common ⊚⊚

⊚⊚ When the bearer is adjacent to a single


enemy, and no other bugs, they gain a +1 die
The bearer’s Natural Weapons gain a single bonus to use in all combat actions and
weapon modifier. The same modifier cannot reactions taken against that enemy.
stack twice on one weapon.
The modifier granted by this Charm is Fury of the Fallen - Rare
decided by the GM, or when the Charm is
⊚⊚
taken during character creation. The
Balanced modifier may be taken, but affects When the bearer is at 1 Heart or less, they
only Natural Projectiles. deal +1 physical damage and their spells can
roll up to 1 extra success into damage.
Brave Nail,
Heavy Blow - Uncommon
Grubberfly’s Elegy - Rare

⊚⊚⊚
Whenever extra Stamina is dedicated to an
When the bearer has full Hearts, the bearer’s attack that hits the target, the target will be
melee weapons gain a Range of 4, with which thrown backwards a number of squares equal
they may fire projectiles using Might. to the amount of Stamina dedicated.
Projectiles have 1 less base damage than the
weapon. Hunter’s Glory - Common
⊚⊚
Each Hunter’s Glory Charm is different,
targeting a different species of bug. This
species is decided by the GM, or when the
Charm is taken during character creation.
The bearer’s attacks against that type of bug
are increased by an amount of dice
proportional to how general the Charm is,
with a maximum of three dice (for example, a
Hunter’s Glory Charm targeting all Beetles
Butcher’s Glee - Rare would give +1 die, while a Hunter’s Glory
Charm targeting only Scorpions who practice
⊚⊚⊚⊚
Dust magic would give +3 dice).
For every enemy the bearer kills or knocks to
Death’s Door, they regain 1 Stamina.

81
Kick Back - Common Savage Prowess - Uncommon
⊚ ⊚⊚⊚
After forcefully moving a target, the bearer The bearer’s improvised weapons have no die
may move 1 square in any direction, without penalty, and instead gain a +1 die bonus to
provoking attacks of opportunity. hit.
When the bearer attacks with an improvised
weapon, they may destroy the weapon to
deal +2 damage.

Shadow Nail - Rare


⊚⊚
The bearer manifests a shadowy arm that
flits into existence to attack in the blink of an
eye. This attack is a melee attack using the
bearer’s Might or Grace, which does 1
damage. If it is the second attack made on a
turn, it is free.
In addition, it may count as one or two
weapon types, other than Sling. These are
determined by the GM, or by the bearer if it
is taken at character creation.

Lancer’s Prowess, Slayer’s Tribute - Rare


Mark of Pride - Rare ⊚⊚⊚

⊚⊚⊚ The bearer may sacrifice 1 maximum Stamina


until the scene ends in order to automatically
Any melee weapon the bearer wields can receive two successes on any one attack roll.
strike targets 1 space further away. If this reduces their maximum Stamina to
zero, they fall to zero Hearts and go
Longnail - Uncommon unconscious.
⊚⊚ Maximum Stamina is restored on a rest, or
Any weapon the bearer wields counts as when the bug is knocked unconscious by the
having the Reach keyword. Charm.

Quick Slash - Rare Soul Strike - Uncommon


⊚⊚⊚ ⊚⊚

The bearer’s second attack on their turn Soul spent on the bearer’s turn (up to 2) is
costs 1 less tax Stamina. added to the next attack of a chosen weapon
within 4 squares.
Savage Flurry - Rare
Tyrant’s Vindication - Rare
⊚⊚⊚
⊚⊚
If the bearer ends their turn with no Stamina,
they may immediately make a single free When the bearer is at full Hearts, Soak
attack. successes against the bearer’s attacks are
decreased by 1.

82
Vaulting Stag - Uncommon Magic Charms
⊚⊚⊚
The bearer may use Might to dodge instead Leeching Soul - Unique
of Grace, and may make a free dash or jump ⊚⊚⊚
after the dodge, which does not provoke an
AoO from the attacker. Surrounded by the fallen, soaked in ichor, he
stared down his foe. “So many souls I have
When the bearer dodges an attack with at taken. Do you believe you will be the one to
least 1 success using Might, the attacker take mine?” In his hubris he fought, though
suffers a stack of Off-Balance. tired after battles past. It was that hubris that
was his downfall, for each of those souls he
Weapon Art Charms had taken chipped away a tiny piece of his
own.
Master’s Glory - Unique After dealing damage with a combat spell,
the bearer may heal Hearts equal to half of
⊚⊚⊚
the damage dealt to a single target, rounded
“My apprentice,” croaked the old warrior on down.
his deathbed. “Waste not the strength of your
youth in this battle. Take the last of mine with Shaman Stone - Common
you, that it may carry you through.” The
⊚⊚
apprentice took up the master’s Charm, and
stepped from the tent to face fate. If 2 or more Soul are spent on a spell or Art,
gain a +1 die bonus on the attack roll.
When the bearer uses a Weapon Art, it costs
1 less Stamina, to a minimum of 1 Stamina.
Soul Catcher - Uncommon
Master’s Spirit - Rare ⊚⊚
⊚⊚ When the bearer damages an enemy with a
weapon attack that would generate Soul, roll
The bearer spends Soul, instead of Stamina,
a 1d6. On a success, the bearer gains 1
for Weapon Arts. Arts performed in this way
additional Soul.
do not activate Soul gathering methods.

Master’s Focus - Rare Soul Eater - Unique


⊚⊚⊚⊚
⊚⊚⊚
When the bearer hits an enemy with a
The bearer may take a Focus Action to
weapon attack, the bearer gains 1 Soul. The
reduce the Stamina cost of their next
normal Soul generation still occurs if damage
Weapon Art by 4.
is also dealt.

Soul Prism,
Flukenest - Uncommon
⊚⊚⊚
The bearer's Close range non-AoE spells are
fired in a Short Cone AoE. Higher range
spells' Cone size is increased by the number
of their range tiers above Close.
This does not bypass the cost increase of
damage and healing for AoE spells.

83
Soul Siphon - Uncommon Path-Aligned Charms
⊚⊚
When a Path ability the bearer possesses Awakened Nail - Rare
generates Soul, it generates 1 more. ⊚⊚
Requirements: Dream Rank 1
Soulburn - Uncommon
The bearer may generate Glory Soul above
⊚ their maximum when generating Soul via
When the bearer hits an enemy with a melee attacks with a Dream Nail, up to 2.
arcane focus or a Dream Nail, they may
spend 1 Soul to inflict 1 magic damage to that Cinder’s Grasp - Common
target. ⊚
Requirements: Nightmare Rank 1
Soulseeker - Rare
The bearer may start small sparks that can
⊚⊚⊚ kindle mundane fires, so long as they possess
The bearer’s Spells home in on their targets. at least 1 Essence.
When the bearer casts a ranged Spell that is
not an area of effect, the Spell has a Speed Dream Shield - Uncommon
value equal to its range, instead of a range ⊚⊚
value. Requirements: Dream Rank 1
When the Spell enters a bug’s space, the Spell The bearer of this Charm always counts as
attack check is made. If the Spell misses, or is wielding a weightless shield.
fully defended, it may continue moving using
its remaining Speed to find a new target - This shield has a Quality equal to the bearer’s
but never the same bug twice. Ranks in Dream. It has no penalty when
parrying ranged weapons, can parry spells,
Spell Twister - Rare and may parry using Insight instead of Might.
If the shield is used to parry a physical melee
⊚⊚
weapon, it breaks until the bearer takes a
The bearer may attune an Arcana into a spell Focus action to restore it.
in one of their Technique slots with a +1
bonus to one of its elements, by decreasing Dream Tune - Common
one other element of the spell by 1. This can
include the spell’s damage, buff or debuff ⊚
value, range level or duration level. Requirements: Dream Rank 1
The bearer hears a faint tune when around
Spellblade - Uncommon an individual, and each tune is unique. This
gives +2 bonus dice when searching for
⊚⊚
enemies, and negates the penalty
If the bearer hits an enemy with a weapon Tremorsense has against flying enemies.
attack and then casts a spell, or vice versa,
the second action has a +1 die bonus to hit Dream Wielder - Uncommon
and on opposed rolls to overcome resistance.

Violent Rejuvenation - Rare Requirements: Dream Rank 1
The bearer’s Dream Nail may tap each target
⊚⊚⊚
an additional time per rest, dealing 1 magic
If the bearer kills an enemy with a spell, the damage when it taps a target for the second
bearer heals 2 Heart. This may only be time.
triggered once per round.

84
Flesh Imprints - Rare Mass Heal - Rare
⊚⊚⊚ ⊚⊚⊚
Requirements: Nightmare Rank 1 Requirements: Bloom Rank 1
The bearer may spend 1 Heart, or the Heart Instead of healing one ally with a Soul Focus,
of any willing bug, to gain a point of Essence. the bearer may choose to heal two allies
within 4 squares of each other, only one of
In addition, Essence may be Focused as if the
which must be within range. They are both
bearer were Focusing Soul, to gain Soul
healed, but they each receive 2 fewer Hearts,
instead of Hearts.
to a minimum of 1 Heart.
Gardener's Thorn - Common Oppressor’s Badge - Common
⊚⊚
⊚⊚
Requirements: Bloom Rank 1
Requirements: Dust Rank 1
Any Bud Buddy the bearer summon gains the
While the bearer has two or more of their
Spiky trait, though it still cannot attack.
own Husks within 10 squares, the bearer’s
spells have a +1 die bonus to attack and
opposed affliction rolls.

Saint’s Prize - Uncommon


⊚⊚⊚
Requirements: Bloom Rank 1
When healing an ally, the bearer also heals
half of the Heart healed, rounded down.

Hidden Flame - Rare Servant’s Duty - Unique


⊚⊚ ⊚⊚⊚
Requirements: Nightmare Rank 1 Requirements: Dust Rank 1

For 1 Essence, the bearer may choose to They walked together to the end, two siblings
imbue an object or part of an object up to 1 carrying one another through the harsh
square in area with flame by touching it, desert. The eldest stumbled and fell, weak and
which counts as a trap created with Stash. tired from thirst. To the youngest, a wish
spoken, “Raise me from these ashes. Raise me
When another bug touches the object, they from this dirt. We walk together no matter
are singed by a jet of flame, for 2 what.” From a dying pincer, a Charm laid in
environmental fire damage. the youngest’s own.
The trap is not disarmed when activated, and If a Husk is in a square adjacent to the bearer,
lasts for rounds equal to the creator's Rank in and the bearer is targeted with a successful
Nightmare. The trap may only activate once attack, they may use 1 Stamina to command
for each bug. Additionally, any bug touching the Husk to interpose itself before the attack.
the imbued object at the end of their turn The bearer switches spaces with the Husk.
takes 1 environmental fire damage. This does not provoke attacks of
opportunity. The Husk takes the full damage
Hunter's Promise - Uncommon of the attack.
⊚⊚⊚
Requirements: Hook, Flask or Thorn Rank 1
When striking down a foe in combat, the
bearer regains 1 Stash.

85
Sharp Shadow - Common Strings of Malady - Uncommon
⊚⊚ ⊚⊚⊚
Requirements: Cloak Rank 1 Requirements: Dust Rank 1
Once per turn, when the bearer moves Any corpse the bearer touches becomes a
through a creature’s space or ends a dash or Husk under their control for as long as they
post-dodge move next to it, they can choose are touching it. Treat the touch as a
to deal 2 damage to it, as a 1-success attack. one-handed grapple.

Soul Blade - Rare


⊚⊚
Requirements: Nightmare or Dream Rank 1
As in life, so too in death
The bearer may spend 1 Essence to deal +1
do we come together.
damage with a weapon attack.
Charm Synergies
Soul Flensing - Uncommon Sometimes it would make sense for two
⊚⊚ Charms to interact in a way that
Requirements: Nightmare or Dream Rank 1 produces a new effect. If you can think
of a possible Charm synergy, discuss the
When dealing damage to a foe, the bearer exact effect with your GM.
may deal -1 damage and gain 1 Essence.
Examples
Soul Impulse - Uncommon
Retrieving Swarm + Gathering Swarm
⊚⊚ The bearer gains 1 Soul after hitting or
Requirements: Nightmare or Dream Rank 1 dealing damage with a ranged attack,
Spending an Essence while bearing this once per attack.
Charm allows the bearer to peer into their Brave Nail + Fury of the Fallen
target’s Soul to determine their next move. When at 1 Heart, the bearer can fire
Bearer gains a +1 die bonus on attack rolls Brave Nail’s projectiles with no damage
and defense rolls against that target until the penalty.
end of the bearer's next turn.
Furnace Heart + Breath of Night
Soul Vessel - Common When suffering environmental damage,
the bearer suffers 4 less damage from
⊚⊚ the next attack to hit them.
Requirements: Nightmare or Dream Rank 1
Heretic’s Blessing + Hiveblood
This Charm can hold 1 Essence for the Hiveblood may restore 1 Lifeblood Heart
bearer, increasing their maximum Essence to when it triggers.
6.

86
9. Equipment
Weapons
Weapon Quality Both weapons must be wielded when the
first attack is made. The next attack after a
The Quality of a weapon is the amount of paired attack cannot be paired.
dice added to the roll when attacking with
the weapon. Weapons in their basic form Weapon Abilities
have 1 Quality, but it can be changed by
Weapons each have their own unique
Weapon Upgrades and certain Modifiers.
abilities, separate from their Weapon Type,
Heavy Weapons or the type of damage you wish to flavor
them with. Weapon abilities provide an
Weapons of 2 or more Bulk are heavy, and advantage against certain enemies, or
give a stack of Off-Balance whenever an increase your versatility on the battlefield, so
attack is made with them. remember to pick the right tool for the job!

Handedness
Some weapons require two hands to wield. A
I always feel a certain kinship
Bug of Burden, or a bug with 5 or greater
Might may wield these weapons in one hand. with the great warriors I meet,
Some weapons, however, are too unwieldy to for they study their weapons not
use in one hand. These weapons (2H+) are
always two-handed, even for such bugs. unlike a true scholar would.
Weapon Ranges On Weapon Types
Weapons with a range of Melee can be used Each Weapon Type has a certain
to attack targets adjacent to the wielder. playstyle associated with it.

Attacks made with weapons with a range of Nail weapons are known for their
Reach can target adjacent creatures as well reliability and ease of use. They lack the
as targets located one square beyond flair and theatrics that might make other
adjacent. These attacks are considered to be weapon types intimidating.
melee. Light, fast and maneuverable, Needles
Ranged weapons have a range of Range (X), and Needle-like weapons are the
where X signifies the maximum distance at favorites of stylish duelists and mobile
which the weapon can be used against combatants who favor Grace over Might.
targets. Hooks are the tools of tricksters and
Some weapons intended for throwing can opportunists. They are designed to
have both Melee and Range (X) ranges. catch a foe at their weakest, or to tear
away their strengths.
Paired Weapons With great weight and force behind
When a bug wields two Light weapons, they them, mighty Tusks are all about
can be Paired. A bug that makes an attack inflicting formidable damage.
with a weapon can then perform a paired Slings are used to keep the wielder away
attack with the other Paired weapon. A from the enemy and out of harm’s way.
paired attack costs one less Stamina to
initiate, though it is still taxed.

87
Weapons (1/4)
Weapon Type Damage Range Hands Bulk Cost

Nail Nail 3 Melee 1H 1 100

The wielder rerolls one failed die when attacking with a Nail.
Greatnail Nail, Tusk 4 Melee 2H 2 150
The wielder rerolls one failed die when attacking with a Greatnail.

Nail Lance Nail 3 Reach 2H 2 200


The wielder rerolls one failed die when attacking with a Nail Lance.
When making an attack immediately after a Dash, Jump or Pogo Strike, it deals +1 damage.
Melee,
Needle Needle 3 1H 1 100
Range (3)
A Needle can be drawn during Initiative, granting a +2 die bonus on the Initiative check. Does
not stack with other weapon bonuses.
Needle,
Darning Needle 3 Reach 2H 2 200
Tusk
A Darning Needle can be drawn during Initiative, granting a +1 die bonus on the Initiative
check. Does not stack with other weapon bonuses.
When making an attack immediately after a Dash, Jump or Pogo Strike, it deals +1 damage.
Nail,
Pinblade 3 Melee 1H 1 150
Needle
A Pinblade can be drawn during Initiative, granting a +1 die bonus on the Initiative check.
The wielder rerolls one failed die when attacking with it against creatures with lower
Initiative.
Needle,
Pin 2 Melee 1H Light 150
Hook
A Pin may be paired with itself if it is wielded alone. The wielder may reroll one die when
attacking a bug that has lower Initiative with this weapon.
Needle, Melee,
Tack 1 1H Light 10
Sling Range (4)
Tacks may be paired with any weapon, and Soak rolls against Tacks lose 1 success.
Melee,
Stake Nail, Sling 1 1H Light 10
Range (4)
Stakes may be paired with any weapon. A Stake’s rollover cap is equal to 5x its base damage.
Melee,
Quill Hook, Sling 1 1H Light 50
Range (4)
A Quill can be drawn during Initiative, granting a +2 die bonus on the Initiative check.
At the start of combat, a Quill on the Belt may be loaded
with any Poison on the Belt at no Stamina cost.

88
Weapons (2/4)
Weapon Type Damage Range Hands Bulk Cost

Hook Hook 3 Melee 1H 1 100


When a Hook hits, the wielder may spend 1 Stamina to reduce the target’s Shell by 1.
Shell reduction from Hook weapons may stack up to 2.
Great Hook Hook 3 Melee 2H 2 150
When a Great Hook hits, the wielder may spend 1 Stamina to reduce the target’s Shell by 2.
Shell reduction from Hook weapons may stack up to 2.
Polehook Hook 3 Reach 2H+ 1 150
When a Polehook hits, the wielder may spend 1 Stamina to reduce the target’s Shell by 1.
Shell reduction from Hook weapons may stack up to 2.
Needle,
Fork 2 Reach 1H 1 150
Hook
If wielded in at least two hands, a Fork has +1 base damage.
Readied attacks with a Fork cost no Stamina to prepare, and inflict -1 Footwork on a hit.
Needle,
Whip 2 Reach 1H Light 50
Hook
Attempts to dodge a Whip when adjacent to the wielder have a -1 die penalty.
Attempts to parry it when not adjacent have a -1 die penalty.
Melee,
Boomerang Hook, Sling 2 1H Light 50
Range (4)
After making a throwing attack with a Boomerang, roll a d6.
If this roll is less than or equal to the wielder’s Grace, the weapon returns after the attack.
Boomerangs fly in a curving arc, allowing them to ignore cover and Shields when thrown.
Screw Nail, Hook 3 Melee 1H 1 250
When the Screw deals damage, the wielder may spend 1 Stamina to twist this weapon in the
wound, inflicting 2 points of bleeding DoT.
Tusk Tusk 4 Melee 2H 2 100
A Tusk stuns and disorients enemies struck by it, causing them to roll 1 less die on the next
attack or defense roll they make.
Longtusk Tusk 4 Reach 2H+ 2 150
A Longtusk stuns and disorients enemies struck by it, causing them to roll 1 less die on the
next attack or defense roll they make.
Ultratusk Tusk 4 Melee 2H+ 3 200
An Ultra Tusk inflicts an additional 1 Off-Balance to the user when swung.
It inflicts 1 Off-Balance to the target unless dodged.
The target and all adjacent creatures lose 2 Speed on their next turn.
Bolt Tusk 3 Melee 1H 1 100
Bolts ignore 2 DR, and Soak gained from armor.

89
Weapons (3/4)
Weapon Type Damage Range Hands Bulk Cost

Melee,
Throwing Bolt Tusk, Sling 2 1H Light 20
Range (3)
Throwing Bolts ignore 1 DR, and Soak gained from armor.

Bell Tusk, Hook 3 Melee 1H 1 150

A Bell’s attack is treated as both melee and ranged.

Great Bell Tusk, Hook 4 Melee 2H 2 200

A Great Bell’s attack is treated as both melee and ranged..

Sling Sling 2 Range (5) 1H Light 20


Attempting to make an attack at an adjacent enemy with this weapon provokes an attack of
opportunity from that enemy. This weapon may be strapped to the top of a Staff.
Slingshot Sling 2 Range (7) 2H+ 1 100
Attempting to make an attack at an adjacent enemy with this weapon provokes an attack of
opportunity from that enemy.
Slingapult Tusk, Sling 4 Range (5) 2H+ 2 300
Attempting to make an attack at an adjacent enemy with this weapon provokes an attack of
opportunity from that enemy. This weapon may attack over cover by firing in an arc.
Scissor Nail, Hook 2 Melee 1H 1 70
A Scissor is one half of Scissors.
A wielder may link or unlink two Scissors for 1 Stamina, or for free once per turn.
A Scissor may always be paired with another Scissor, or with their linked form.
Needle,
Scissors 4 Melee 2H 2 -
Tusk
The linked form of Scissors. The Scissors' Quality is equal to the average of its components'
Quality rounded up. Scissors cannot have modifiers of their own, and instead inherit the
modifiers of their components. The same modifier does not stack if it is on both components.
Needle,
Twigstaff 1 Melee 2H 1 20
Tusk
A Twigstaff may be paired with itself if wielded in both hands.
Once per target per turn, it inflicts 1 stack of Off-Balance on hit.
Needle,
Soaring Twig 2 Reach 2H 1 50
Tusk
A Soaring Twig may be paired with itself if wielded in both hands.
It grants the wielder +2 vertical Jump height and +1 Pogo Strike launch distance.
Claw Glove Natural 1 Melee 0H Light 20
A Claw Glove’s Quality may be used in place of unarmed strike’s Quality when grappling.
Objects may be held in a gloved hand.

90
Weapons (4/4)
Weapon Type Damage Range Hands Bulk Cost

Bug-Catcher Hook 0 Reach 2H+ 1 100


A hand-held net on a long stick, used to grab bugs. An attack made with a Bug-Catcher is a
grapple. When used at Reach, the wielder's Might is treated as 2 less.
Net Sling 0 Range (3) 1H L 20
An attack made with a Net is a grapple.
The Net requires successes equal to its Quality to break free of its grapples.

Improvised Weapons Any bug can make an unarmed strike at any


time, even an Armless, Legless bug can
An improvised weapon bases its damage, perform a headbutt!
Bulk and abilities on the template of a similar
weapon. Modifying a Weapon
All improvised weapons, regardless of what Weapon Modifiers allow to improve weapons
they are based on, have a throwing Range of in ways that aren’t direct upgrades. Instead,
3. However, they cannot be Modified, have 0 they could make a weapon lighter or heavier
Quality, and a -1 die penalty on attack rolls. to suit your playstyle better, add an
additional Weapon Type for Weapon Art
Tool Weapons compatibility, or even make it transform into
a different weapon in the midst of battle.
More than just a rock or a stick grabbed to
defend your bug in the moment, Tools are Remember that a weapon can only have a
something your bug might be familiar and single Modifier, with some exceptions.
comfortable with. Weapon Modifiers are as varied as weapons
themselves, so pick carefully!
Unlike improvised weapons, they don’t gain a
throwing range, but they are still based on If your bug’s unmodified weapon has Light
the template of a similar weapon. They have Bulk, then you also get a 50% Geo discount
a Quality, but cannot be Modified and have a to apply any Modifier (except Worn) to it.
-1 die penalty on attack rolls.
If your bug is familiar with the Tool, they can
add their Ranks in a relevant skill or
Proficiency as die rerolls on the attack roll.
The tokens bugs use to trade
Not all Tools are suitable to be used as a
can vary. Pieces of fossilized
weapon; a notebook your bug took to act as a shell, chunks of resin, beads, whatever
Lore (History) Tool won’t do much if they use can be carried in convenient bundles.
it to slap their enemies.

Unarmed Strikes Currency in Bug Kingdoms


For the sake of familiarity, all prices
When push comes to shove, you might have
presented in this book are in Geo, but it
nothing to rely on but your own two hands.
doesn’t mean that Geo is the only
An unarmed strike is considered to be a currency used in this world! Feel free to
Natural Weapon for all intents and purposes, replace it with something more
having a base Quality of 1 and Light Bulk. It appropriate for the kingdom your game
deals 1 damage. The Quality of an unarmed takes place in.
strike applies to grapple attempts.

91
Weapon Modifiers (1/2)
Modifier Effect Cost

Weapon
The weapon has -1 Quality. May be upgraded to standard
Worn cost is
Quality for half of the weapon’s price, removing Worn.
halved
The weapon has been modified to allow a length of attached
thread or silk. The weapon can be pulled back to the wielder
Threaded from afar using the string at the cost of 1 Speed. 25
Thread or silk is sold separately.
Can be taken with other Modifiers.
The weapon gains Reach, and +1 handedness. Cannot be 50 + 1/2
Extended
applied to Reach weapons. Weapon has +1 Bulk. Base Cost
Inflicts -1 die penalty to hit, but grants 50 + 1/2
Heavy
a +1 flat damage bonus. Weapon has +1 Bulk. Base Cost
Inflicts a flat -1 damage penalty, but grants 50 + 1/2
Lightened
a +1 die bonus to hit. Weapon has -1 Bulk. Base Cost
100 + 1/2
Refined This weapon may roll one more success into damage.
Base Cost
Choose another weapon. The weapon can 'morph' into that
weapon, once for free and then at the cost of Speed equal to
50 + 1/2
Trick its Bulk for additional morphs in the same round. The
Base Cost
weapon's Bulk is always as much as its heavier form, and this
modifier uses the base cost of the more expensive weapon.
Add one weapon type to this weapon for the purposes of Art 50 + 1/2
Versatile
compatibility, except for Natural. Base Cost
The weapon may be loaded with a single Flask. When it hits a
target, it may apply the flask to them. The Flask is expended. 50 + 1/2
Dropper
The user may also apply the Flask to themselves freely as if it Base Cost
were on the Belt.
The weapon may deliver spells to the first target of an attack.
100 + 1/2
Sorcerous Soul spent on the spell is added to the attack roll. The spell’s
Base Cost
range is limited to the weapon’s if the spell’s is greater.
A weapon with this modifier inflicts a -1 die penalty to 50 + 1/2
Razor
attempts to Soak its damage. Base Cost
If the weapon this modifier is applied to already has range 3
50 + 1/2
Balanced or higher, increase its range by 1. It gains the Sling weapon
Base Cost
type if it did not have it already.
The weapon can harm semicorporeal targets and spirits
normally. Slings, Slingshots, and Slingapults with this modifier 100 + 1/2
Dreamforged
have 3 Dreamforged Ammunition. It must be re-collected Base Cost
after combat or recreated at the cost of 1 Essence apiece.
This weapon deals a flat 2 additional damage to Feral 100 + 1/2
Beast-Slaying
creatures. Weapon has +1 Bulk. Base Cost

92
Weapon Modifiers (2/2)
Modifier Effect Cost

This weapon is barbed or serrated, and catches when the


victim struggles. If the target dedicates extra Stamina to
50 + 1/2
Brutal defend against it, the attack deals +1 damage. Enemies
Base Cost
grappled by a brutal weapon suffer 2 soakable damage each
time they attempt to break free from the grapple.
This weapon is designed to slice through unprotected flesh. It
50 + 1/2
Culling has +1 base damage, but is not very effective against shells.
Base Cost
Soak rolls against this weapon treat results of 4+ as successes.

Upgrading a Weapon Weapon Upgrade Tiers


Weapon Upgrades increase the Quality of a Upgrade Quality Requisites Cost
weapon. They have certain requisites before
they can be applied, usually in the form of a 100
previous Upgrade tier. The previous Upgrade + Base
Honed +1 Not Worn
is replaced with a new one upon upgrading. Cost, 1
Weapon Upgrades are not Modifiers, so they Pale Ore
can coexist within a weapon.
200
Upgrading a weapon is no simple task. A + Base
Channeled +2 Honed
master weaponsmith must be sought out and Cost, 2
then provided not only with a hefty sum of Pale Ore
Geo for his services, but also with pieces of
Pale Ore, a rare and valuable mineral. 400
+ Base
Coiled +3 Channeled
Cost, 3
Pale Ore

800
+ Base
Pure +4 Coiled
Cost, 4
Pale Ore

93
Shields
Shield Modifiers Shield Upgrades
Shields can be modified exactly like weapons. Shields can also be upgraded just like
They have their own array of Modifiers, but weapons. However, unlike weapons they have
can only have one applied. fewer Upgrade tiers.

Shield Bashes Shield Upgrade Tiers


A shield can be used to attack a creature. In Upgrade Quality Requisites Cost
that case, a shield bash is a pairable 0 Quality
attack, which has a base damage of 2 and 2x Base
cannot roll successes into damage, unless the Hardened +1 Not Worn Cost, 1
shield has the Balanced modifier. Pale Ore

Shields and Handedness 4x Base


Adamant +2 Hardened Cost, 2
Shields are always carried in one hand. Pale Ore

Shields
Shield Quality Bulk Cost

Button Shield 1 Light 50

If the bearer of this shield has Grace equal to or higher than their Might, they may add an
extra die to their parry attempts with the shield.
Coin Shield 3 1 100

No additional effect.

Wing Shield 2 1 150


The bearer is treated as having 1/4 cover from ranged attacks, and receives no penalty to
parry them.
Carapace Shield 0 2 200
The bearer of this shield, at the end of their turn, may choose a side of the square(s) they
occupy. This shield acts as a wall along that side of the bug until they choose to end this
effect. The side the shield is facing may be changed off-turn for 1 Stamina. This shield weighs
3 Bulk for Large sized bugs. Attacks against the shield may be parried using the shield.
Carapace shields have a Durability score of 4, plus their Quality, an Absorption of 4, and a
Soak score of 3. Weapon damage to this shield is dealt to Durability instead of Quality.

94
Shield Modifiers
Modifier Effect Cost

The shield has -1 Quality. Upgrading a worn shield to a Shield cost


Worn
standard shield only costs half as much as that shield's price. is halved
100 + 1/2
Lightened The shield has -1 Bulk and -1 Quality.
Base Cost
50 + 1/2
Fortified The shield has +1 Bulk and +1 Quality.
Base Cost
When the wielder parries a valid attack with this shield, the
50 + 1/2
Spiked attacker risks damage as though the wielder parried with
Base Cost
spikes from the Spiky trait.
The shield may change shape into a weapon, chosen upon
taking this modifier, and back. This costs 1 Stamina. Its Bulk is 50 + Base
Trick
equal to the higher of the two forms. The weapon's Quality is Cost
1, plus any bonuses to shield Quality from other modifiers.
This shield counts as a particular tool as well, chosen when
50 + 1/2
Pragmatic applying this modifier, and Quality equal to its shield Quality,
Base Cost
to a minimum of 1.
When used to bash, this shield becomes a viable weapon. A
shield with 2+ Bulk deals 4 damage, a shield with 1 Bulk deals
50 + 1/2
Balanced 3 damage, a Light shield deals 2 damage. The weapon Quality
Base Cost
of a shield used to attack in this way is equal to 1 plus any
bonuses to the shield's Quality from Modifiers or effects.
This shield may parry spells (and other spell-like attacks) and
100 + 1/2
Reflective grants its bearer a single reroll when parrying spells or
Base Cost
making an opposed Insight check to resist a magical effect.

95
Armor
Donning Armor Bugs with Soft Body are able to use the Soak
dice provided by their armor when risking
Putting on or taking off a set of armor during soakable damage.
combat costs 1 Stamina for Light armor, 2 for
Medium, and 3 for Heavy. Durability
Reducing Damage with Armor When an attack rolls at least one 6 and hits,
it deals 1 damage to the target's armor
Some armor provides Damage Reduction, or Durability. Armor with 0 Durability is broken
DR for short. Damage Reduction from armor and provides no protection until repaired.
does not reduce damage from environmental
or magic damage, unless an ability states Armor Modifiers
otherwise.
Like weapons and shields, armor can be
modified. However, armor may have multiple
modifiers applied to it at once.

Armor
Armor Maximum Durability Damage Reduction Bulk Cost

Light Armor 5 0 1 100


Grants +1 die to Soak, and +1 die reroll on Soak checks.

Medium Armor 7 1 2 200

Grants +1 die to Soak. When taking the dash or jump action, the distance decreases by 1.
Heavy Armor 9 2 3 400
Grants +1 die to Soak. When taking the dash or jump action, the distance decreases by 1.
Initiating a dodge or parry costs 1 additional Stamina.

96
Armor Modifiers
Modifier Effect Cost

-50
Piecemeal The armor has -1 Bulk and -2 Maximum Durability.
discount
A single bug being carried by the wearer is treated as 2 Bulk
Saddled 25
lighter.
Durable The armor has +1 Bulk and +2 Maximum Durability. 50
The wearer gains an additional +1 die to Soak.
Padded 70
Cannot be taken with Weighted or Spiked.
The armor has +1 Bulk. The wearer gains the Slam Trait,
Weighted which has 1 Quality, or 0 if the armor is broken. 100
Cannot be taken with Padded or Spiked.
The wearer gains the Spiky trait, which has 1 Quality, or 0 if
Spiked the armor is broken. 150
Cannot be taken with Weighted or Padded.
The wearer gains the Damage Resistant trait towards the type
of damage the armor is proofed against. For example, slashing 100 + Base
X-Proofed
damage, bludgeoning damage, or fire. These types of attacks Cost
must roll at least two 6s to damage the armor's Durability.
The armor provides a bonus equal to its DR + 1 on opposed
300 + Base
Lustrous rolls to resist spell effects. Spell attacks may be Soaked with
Cost
dice equal to the armor's DR + 1.

97
Arcane Foci
Arcane Foci Techniques Arcane Foci Attunement
An arcane focus can contain spells and Arts, In order to benefit from the ability of an
as if its Quality value were Technique Slots. A arcane focus to hold spells or Arts, a bug
contained Art can be performed using the must be attuned to it and choose the held
arcane focus, even if it is not the correct spell or Art among the Techniques they
weapon type, but cannot be performed with know. This may be done freely during a rest.
other weapons unless it is also prepared in a
A bug may only be attuned to a single arcane
normal Technique Slot.
focus at a time, but may unattune from one
This technique vanishes if a bug unattunes at will.
the focus, but remains if the bug dies, and
can be used by another bug who attunes to Focus Quality
the abandoned focus. An attuned focus can
Foci begin with 1 Quality. An amount of dice
also be used by another bug to perform the
equal to Quality is added to attack rolls made
contained technique, while the attuned bug
with an arcane focus.
maintains the connection.
Increasing the Quality of an arcane focus
A focus must normally be held in at least one
costs 150 Geo for each point of Quality it will
hand to perform the technique contained
have after the upgrade is complete.
within.
The maximum possible Quality for an arcane
focus is 3.

Arcane Foci
Focus Type Damage Range Hands Bulk Cost

Talisman - - - 0H Light 50
A talisman is worn, rather than wielded, and so requires no hands to function in any capacity.
Wearing a talisman grants +1 reroll on resistance checks against magic.
Wand Sling 1 Range (5) 1H Light 100
Wand attacks may use Insight to hit, and can be parried as ranged attacks. Their first point of
damage is magic damage. A spell contained in the wand may be cast using Grace in place of
Insight while the wand is attuned, including opposed checks, spell range and duration.
Sceptre Tusk 1 Melee 1H 1 100
May deliver Touch spells at Reach, adding its Quality to the spell’s attack roll. While the
sceptre is attuned, spells have +1 reroll per Quality on opposed rolls to overcome resistance.
Staff Nail 1 Melee 2H 1 100
A bug may adorn the head of a staff with an ornament aligned to a particular Mystic Path.
This costs 100 and a camp action of work. Spells stored of the same Path as its ornament may
be cast with 1 Difficulty of modification for free. This may exceed the normal capacity of the
Staff, and the maximum Difficulty the wielder can cast at.

98
Consumables
Stash and Recipes Food
A bug who embarks on a Stash Path can learn
recipes for the types of consumables
Bulk of Food
governed by their Path. A Proficiency The Bulk of food carried is always rounded
advancement can be spent to learn one down. If your bug is carrying 0.5 Bulk’s worth
recipe of any rarity. of raw plant matter, for example, it would
simply be a Light item to carry.
Using Stash
Flasks still need to be thrown as an attack.
Eating Food
Traps still need to be placed for 1 Stamina. Eating a food item mid-combat costs 1
Poison still needs to be applied for 1 Stamina. Stamina.
Stash only creates the item, acting as an
abstract resource that makes working with
Butchering
consumables less of a chore for a character When making food out of creatures, be they
who wants to play with them. bugs or fungal monsters, convert the Bulk of
that creature directly into Bulk of the
Stash Scavenge appropriate type of raw food.
A bug may scavenge for Stash materials once
per scene, making a roll with a related skill.
They regain Stash equal to half of the
accrued successes.

Food Items
Food Belly per serving Bulk per serving Cost per serving

Raw Plant 5 0.5 1

Every five rests, halve this food's Belly value and roll a d6. On a 1, it now causes 1 poison DoT.
Raw Meat 10 0.25 5
Every five rests, halve this food's Belly value and roll a d6. On a 1, it now causes 1 poison DoT.

Raw Fungus 10 0.25 6

Every five rests, halve this food's Belly value and roll a d6. On a 1, it now causes 1 poison DoT.

Plant Ration 6 0.25 2

Rations don’t spoil over time.


Meat Ration 15 0.2 10
Rations don’t spoil over time.
Fungal Ration 10 0.2 10
Rations don’t spoil over time.

99
Special Food Items
Food Belly per serving Bulk per serving Cost per serving

Nectar 10 0.5 15

Nectar spoils after one scene outside of its flower.


Carnivores gain no benefit from eating Nectar.
Honey 20 0.5 50
Grants 1 Glory Stamina when eaten, which fades when the bug next rests.

Ambrosia All Light Priceless


The food of the gods, Ambrosia is a divine experience to consume.
It fully restores a bug as if they had a full rest, and fully restores Belly.

Potions and Alcohol Strain


Each time a bug uses the same potion after
Using Potions the first, they must make a Shell check with a
number of successes equal to the potion’s
Using a potion during combat costs 1 Strain value, or suffer its Overdose effect.
Stamina. Potions may be used on another
adjacent willing bug instead. Each additional use, the Strain increases by 1.

Potion Bulk Alcoholic Beverages


Potions are all Light items. Alcoholic Beverages are potions. They’re
considered to be the same potion for the
purpose of Strain.

Potions (1/2)
Potion Rarity Strain Cost

Greyseed Extract Common 1 25

The user gains 2 Glory Hearts for the rest of the scene, which are lost first. Also inflicts a -1
die penalty to Might and Grace checks for as long as the Hearts last.
Overdose: The user's Stamina becomes 0 and they fall unconscious. 1 Stamina is restored
each turn. When the user reaches 3 Stamina, they become conscious.
Sacred Water Common - 25
The user ignores Overdose effects for the rest of the scene.
Filtered
Common 1 25
Murksap
The user gains a +2 die bonus to Insight and Focus checks for the rest of the scene.
Overdose: The user loses 1 Soul. If they have no Soul, they lose 1 Heart instead.
Windweald Mint Uncommon 1 50
The user suffers a -2 die penalty to all checks, but Insight checks to resist mental spells have
2 automatic successes, until the end of the scene.
Overdose: Until the end of the scene, the user hallucinates and loses all sense but touch.

100
Potions (2/2)
Potion Rarity Strain Cost

Octopamine Uncommon 1 50

Makes its user Berserk, as per the Berserk Weapon Art.


After the rage ends, the user loses 1 Soul.
Overdose: The bug loses the ability to discern friend from foe.
For 3 rounds they attack whichever target is nearest, even after it has died.
Spiderbite Uncommon 1 50
The user suffers 1 Paralytic Venom, and Paralytic Venom can no longer degrade over time or
be burned off for the rest of the scene.
During that time however, all incoming poisons have their DoT or Debuff level reduced to 1.
Overdose: The user cannot spend Stamina to burn off DoT until the end of the scene.
Icevein Root
Uncommon 1 50
Powder
The user gains 1 Damage Reduction for 3 rounds.
Overdose: The user loses 1 Stamina. If they have no Stamina, they take 1 Off-Balance.
Beetlebulk Uncommon 2 50
The user gains +2 Might for 3 rounds.
Overdose: The user suffers -2 Insight for 3 rounds.
Blood Salts Uncommon 2 50
The user gains 1 Glory Stamina which fades if not spent in 3 rounds.
Overdose: The user loses Hearts equal to their current Glory Stamina.
Luma Dust Uncommon 1 50
The user gains +2 Speed for 3 rounds.
Overdose: The user takes 1 completely unsoakable damage
whenever they end a turn with Stamina left, for 3 rounds.
Roach Milk Rare 1 100
The user gains a Heal over Time of 2.
This functions identically to a Damage over Time effect, but restores Hearts.
Overdose: The user cannot receive healing for 1 round.
Mutagen Rare 2 100
A bottled mutagen which grants a trait with between -4 and +4 Hunger cost. The trait is
determined when an individual mutagen is found or created. The mutagen’s effect is a
10-stack Status Effect. A grappled creature may be forcibly fed a mutagen
for 1 Stamina, but can resist with a free Might check.
Overdose: The bug suffers 2 completely unsoakable damage
from their body rejecting the new growth.
Widow’s
Rare 2 150
Embrace
The imbiber gains Poisonous (Toxic Blood) until their next rest.
Overdose: The user drops to Death's Door
and loses 1 Stamina per turn until it receives a healing effect.

101
Alcoholic Beverages
Alcohol Rarity Strain Cost

Gutbrew Common 1 10

Lowers Insight and Grace by 1 and grants 1 DR that does not stack with other sources and
multiple drinks. Effects last until the end of the scene. Restores 5 Belly.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.
Grasswine Common 1 10
Lowers Grace by 1, but grants a +1 die bonus on all social checks made by or against the
imbiber. The effects stack, and last until the end of the scene. Restores 5 Belly.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.
Bugbeer Common 1 10
Alcoholic liquid mixed with blood. Grants +1 Might, but decreases Insight and Grace by 1. The
Might bonus does not stack. All effects last until the end of the scene. Restores 10 Belly.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.
Shroom Ale Common 1 10
Alcoholic liquid which lowers Grace by 1, but grants +1 Shell. The positive effects do not stack.
Lasts until the end of the scene. Restores 5 Belly.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.
Golden Whiskey Common 1 10
Lowers Insight by 1 until the end of the scene. Restores 5 Belly.
The user gains 2 Glory Pluck, which fades on rest.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.
Mead Uncommon 1 50
Lowers Insight by 1, grants 1 DR that does not stack with other sources, and a +1 die bonus on
all social checks made by or against the imbiber. The imbiber gains 1 Glory Stamina die. The
DR and Glory do not stack. All effects of mead besides the Glory last until the end of the
scene. The Glory lasts until the character rests. Restores 10 Belly.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.
Amber Brandy Uncommon 1 50
Lowers Grace by 1 and grants 1 DR that does not stack with other sources and multiple
drinks. The effects last until the end of the scene. Restores 5 Belly.
The user gains 2 Glory Pluck, which fades on rest.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.
Sunshine Uncommon 1 50
Lowers Insight by 1. The user gains +3 Shell. Each time the user takes damage, the bonus
decreases by 1; the bonus does not stack, but refreshes on a new drink. The effects fade at
the end of the scene. Restores 10 Belly. The user gains 2 Glory Pluck, which fades on rest.
Overdose: The user vomits, losing Belly as if it had rested. Their alcohol Strain is reset.

102
Flasks
scene by traits that allow the application of
flask effects, but could be used as normal
otherwise.
Flasks are handy tiny containers used by
bugs to store fluids or powders for later use. Targeted Effects
The contents of flasks vary greatly, from
water and glue to precious Lifeblood and Targeted effects occur when a single bug is
even strange alchemical concoctions. targeted and hit by the flask.
Not every flask is meant to be an actual glass
flask! Flasks could just as easily represent
Terrain Effects
little clay bombs or small tearable pouches. Terrain effects occur when a square is
targeted by a flask. Terrain effects count as
All flasks have Light Bulk.
an AoE attack for the purpose of defending.
Throwing Flasks If a terrain effect is marked as a Terrain+
effect, the radius of the area is increased by
When a flask is thrown, the flask is
one, or, if applied as a Cone, the size is
destroyed. Flasks are thrown as ranged
increased by one. This bonus does not apply
weapons with Range (4) and 0 Quality if
if the flask effect is already applied as a
thrown by hand. Flasks do not do damage,
non-Cone AoE, or otherwise applied to
regardless of bonuses, and do not roll
multiple squares in one use.
successes into their effect damage.
Flasks with a lingering effect, but no stated Ingested Effects
duration last for 3 rounds, before they lose
Ingested effects are triggered by the user
their potency.
spending 1 Stamina to apply it to themselves,
Rejuvenating Flasks or a willing or helpless bug within one
square.
Some flasks are marked as Rejuvenating.
These flasks may only be used once per

Flasks (1/3)
Flask Rarity Rejuvenating? Cost

Water Common No 10

Targeted: Any fires on the target are extinguished. The target becomes wet, rendering them
unable to fly, unless they have the Water Treading or Waterbreathing Trait. The target also
gains a 1-point Status Effect that grants Resistant (Fire).
Terrain: Any fire on the target square is extinguished.
Blood Common No 10
Targeted: Any fires on the target are extinguished. The target becomes coated in blood.
Terrain: Any fire on the target square is extinguished.
Ingested: If the imbiber is a bloodsucker, they regain 10 Belly.
Toxic Common No 25

Targeted: The target suffers a 3-point Status Effect that lowers their maximum Stamina by 1.

Greaseslime Common No 25
Greaseslime is highly flammable.
Targeted: Attempts to grapple or be grappled by the target suffer a -2 penalty. It gains a +1
bonus to squeeze into small spaces, and does not suffer penalties to defense while squeezing.
Terrain: A bug entering the square slides across to the other side and suffers 1 Off-Balance.

103
Flasks (2/3)
Flask Rarity Rejuvenating? Cost

Flammable Common No 25

Targeted: The target is dried if wet, and suffers 1 environmental fire damage,
and 1 non-decaying fire DoT.
Terrain: Flammable terrain is ignited, causing the targeted effect
when a creature steps or ends its turn on it.
Smoke Common No 25
Terrain+: The target square is covered in choking smoke. Flight, speech, and sight are
impossible whilst in the smoke. The cloud dissipates in 2 rounds.
Rust Common No 25
Targeted: If the target is a piece of armor, it suffers 2 Durability damage. If the target is a
piece of equipment, it suffers 1 Deterioration. If applied as an AoE, this flask only damages
one piece of equipment per bug.
Pheromone Common No 25
Terrain+: The sense of smell is obscured within the targeted square, and social checks
against bugs in the targeted square are given a +1 die bonus, for 2 rounds.
Ingested: If the imbiber is berserk, mesmerised, panicked, unconscious while still having
Hearts, or otherwise senseless, their mind is cleared of these effects.
Pollen Uncommon Yes 50
Terrain+: Any bugs on the target square are healed for 1 Heart.
Ingested: The target heals for 2 Hearts.
Acid Uncommon No 50
Targeted: The target is afflicted with a 2-point Status Effect, which inflicts 2 damage to the
target's armor each turn. If the target has no armor, or broken armor, they take soakable
damage equal to the Status Effect instead.
Explosive Uncommon No 50
Terrain+: Bugs within the target square take 3 damage. Explosive flasks ignore 2 DR,
and Soak gained from armor. Scenery in the target square may be destroyed as well.
Scale Uncommon No 50
Terrain+: Bugs within the target square are afflicted with a 3 point debuff that decreases
attack and defense rolls by 1, as they inhale tiny moth scales. Scale flasks restrict visibility in
the same way Smoke flasks do. The cloud dissipates in 2 rounds.
Glue Uncommon No 50
Targeted: The target's Speed is reduced by 2, and it is unable to use any special form of
movement. The glue may be pulled off as a Skill Action with a 2 success Might check,
to which Stamina may be dedicated.
Terrain+: The targeted square becomes rough terrain, requiring 2 Speed to traverse.

104
Flasks (3/3)
Flask Rarity Rejuvenating? Cost

Volt Uncommon No 50

Terrain+: Charged lumaflies swarm around the square, dealing 1 environmental damage to
bugs which are currently in, enter or end their turn in it. The lumaflies scatter after 2 rounds.

Fellwind Uncommon No 50

Terrain+: Contains spores from a Fellwind mushroom. Bugs within the target square are
afflicted with a 3 point Debuff, which disallows dedicating additional Stamina or Stamina
substitutes to attack or defense rolls.
Swamp Uncommon No 50
Targeted: The target suffers DoT equal to half of their lost hearts, rounded up.
Husks instead suffer 2 completely unsoakable damage, which bypasses Absorption.
Lifeblood Rare Yes 75
Terrain: This effect may only affect one square per use, and may not be used as a payload
effect. Three lifeseeds are born on the targeted square, which take their turns on initiative 0,
attempting to safely flee the area.
Ingested: The target gains 2 Lifeblood Hearts.
Widow’s Bite Rare No 75
Targeted: The target suffers a 2 point DoT. All of their equipment suffers 1 point of
Deterioration, and their armor takes 2 points of damage to Durability.
Pestilent Bile Rare No 75

Terrain+: All bugs on the target square take 3 soakable damage, and 2 points of Soul damage.

Vengeful Soul Rare No 75


Terrain: Four soulmasses are created in the target tile. Each one launches itself at a chosen
bug within 4 squares, as a spell attack that deals 1 magic damage and 1 Soul damage.
The spell attack roll has successes equal to the attack roll to throw the flask.
Bottled Storm Rare No 75
Terrain: For 3 rounds, all squares adjacent to the target square toss bugs that enter them 5
spaces in a direction which is either clockwise or counterclockwise to the “circle” of squares,
chosen when the flask is thrown. The centre tile is unaffected, even if the radius is increased.
Projectiles passing through the affected squares have a -3 penalty to hit.
Philosophical
Legendary No 500
Egg
Philosophical Eggs are geodes found in deep and ancient places, and are about as fragile as a
glass flask. Curiously, when a bug throws or cracks open a philosophical egg, it contains one
flask's-worth of precisely the liquid they had hoped for. Scholars have been as-of-yet unable
to replicate liquids that would theoretically be worth over 200 per flask's-worth. Soup or
similar edibles found within are treated as if they were 1 Bulk (2 servings) of fresh Honey.

105
Poisons
target only through piercing and slashing
attacks.

Poisons are concoctions made specifically to Poison Duration


be applied on a weapon.
The poison lasts on a weapon for a number of
Like flasks, all poisons have Light Bulk.
successful hits equal to its Doses, per
Applying Poisons infliction.
After being inflicted on a target, the poison’s
Applying a poison to a weapon costs 1 effect lasts until the end of the scene, after
Stamina. which inflicted poisons lose their potency
Not every weapon is suitable for a poison, and expire if not specified otherwise.
since most poisons can be inflicted on a

Poisons (1/2)
Poison Rarity Doses Cost

Venom Common 3 50

The deadly venom of a bug, from their stinger or fangs. After being removed, the poison soon
loses its potency. Inflicts 1 poison DoT, which cannot stack with itself.
Mint Haze Common 3 50
A psychotropic poison made from the extract of mint leaf. The poison causes the target to
suffer a -2 penalty to Perception, and a -1 die penalty to hit and defense rolls.
However, the target gains a +1 die bonus to resist mind-affecting spells.
Sponge Common 2 50
The street name of a poison made from fungal spores dissolved in water. When struck, the
target suffers a 3 point debuff decreasing their Shell by 1, as the poison causes it to soften
and gain the titular spongy consistency. As a side effect, targets float in water as though they
had the Water Treading Trait.
The spores catch on contact, allowing the poison to be used with blunt weapons.
Rockjoint Common 2 50
A paralytic poison made from the venom of some species of spiders. Each attack causes 3
points of Paralytic Venom, to a maximum of 15 points.
Ambershell Uncommon 1 75
Mysterious amber-colored concoction which turns a bug's shell hard and rigid, limiting
movements. The afflicted target gains a 5-point Status Effect which reduces their
Speed by 2 and Grace by 1 but increases Shell by 1 at the end of each of their turns.
This Attribute change reverts by 2 instances each rest.
Murksap Uncommon 2 75
The sap of the murkroot, black and sludgy in consistency, tastes of sickening sweetness. Its
effects prevent the target from expanding Soul for 1 round after being hit, as the sap's
qualities suppress a body's natural Soul channels.
The sap is sticky, and catches even when using blunt weapons.

106
Poisons (2/2)
Poison Rarity Doses Cost

Vertiguise Uncommon 1 75

Made from the pheromones of creatures with numbing effects, this poison
causes dizziness and loss of sensation in the extremities, leading to clumsiness.
For 2 turns after being hit, the target suffers a penalty on non-Soak rolls
equal to the attack and defense actions made since the start of their last turn.
Witherbloom Uncommon 2 75
An oily, reddish-purple nectar from a poisonous flower, an afflicted target suffers a 5 point
Status Effect which inflicts 1 environmental damage at the start of each turn, the duration of
which can stack. Cannot reduce a target's Heart below 2.
Weepweed Uncommon 2 75
Powder of a crushed leaf with anticoagulant properties. The afflicted target cannot heal
naturally for the next 2 rests, and Bleed DoT on the target
does not decay naturally for 3 rounds.
Orchid’s Venom Uncommon 1 75
A bug afflicted with this poison becomes totally numb. They are afflicted with a Status Effect
of 5 points, which cannot be burnt off with Stamina, and causes them to gain 1 DR which does
not stack. They are immune to effects relying on painful irritants, such as Irritant Bristles.
Additionally, the target cannot perceive damage, including the attack
that inflicted the poison, and Tremorsense is nullified.
It takes 1 round for a bug to notice the effects of this poison.
Death Mark Rare 2 100
An insidious poison which remains in the victim's system for a long time. Can also be inflicted
through ingestion, by adding it to food. A death marked bug's healing during rests is reduced
by 1, and they suffer 1 Completely unsoakable damage at the start of each scene. The poison
requires a Medicine check with 3 successes, or 3 rests to pass, to be cured. If the bug is on
Death's Door, they take 1 completely unsoakable damage at the start of each of their turns.
Downfall Rare 2 100
A mixture of many other poisons, venoms and toxins, this mixture inflicts 1 DoT on the target,
which stacks with other poisons but not with itself. For every round that the DoT is not cured
completely, it increases by 1 instead of decaying by 1.

107
Traps Reusable Traps
A sprung trap can be reset for 1 Stamina, if it
Placing Traps states that it is Reusable. Picking up and
putting away a Reusable trap that has been
A trap is normally placed and armed using 1 expended or disarmed is a Focus action.
Stamina, and may be placed into any
unoccupied space adjacent to the user that Hidden Traps
does not already contain a trap.
Hiding a trap generally requires a Skill check
Activation Square and cannot normally be done while observed.

A trap's occupied square is referred to as the Disarming Traps


activation square, and some traps may have
more than one activation square. When a Disarming a trap may be done with 1 Stamina
trap's activation square is entered, it and an appropriate Skill check. A failed
activates (unless it has a different activation disarm check triggers the trap.
requirement, in which it uses that
requirement). Trap Attacks
A single-target trap targets the bug that Traps with attack rolls defined with a fixed
activated it. number of successes do not roll successes
into damage.

Traps (1/3)
Trap Rarity Reusable? Bulk Cost

Fooleater Jaw Common Yes 1 50

A jawed trap that, when tripped, snaps up to 'bite' the unfortunate victim. The trap deals
4 soakable damage when triggered. This is a single target attack with 2 successes.
Mosscreep
Common Yes 1 50
Snare
Appears to be an unassuming ball of moss. When a creature steps next to it, it erupts into a
net and ensnares the creature. This is a single target grapple attempt with 2 successes. The
snare requires 2 successes to escape from once grappled by it.
Pop Mine Common No Light 25
A pop mine must be loaded with a flask to be armed. When a pop mine is tripped, the flask
within is sprayed out. If the flask is Terrain+, its radius is increased by one. Otherwise, the
flask affects all bugs or tiles on or adjacent to the pop mine's tile, as a 2 success AoE effect.
A bug creating a pop mine using Stash may give it the effect of any common flask for no
additional cost, or any known flask recipe for 1 additional Stash.
Spines Common Yes 1 50
When placed, this trap turns its current tile into rough terrain that deals 2 soakable damage
when traversed. The trap may be poisoned, and cannot be activated, nor does it have
activation squares.

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Traps (2/3)
Trap Rarity Reusable? Bulk Cost

Spider’s Snare Common Yes 1 50

A spider's snare trap covers up to five squares in between two solid objects, all of which
count as activation squares. Rigging a spider's snare trap requires the user to start at one
connection point, and move within reach of the other. If one is created via Stash, the creator
only needs to stand at one connection point.
A spider's snare may have any weapon placed at either connection point. When the snare is
crossed, the weapon will make a single target attack with 2 successes.
A spider’s snare may be attached to an environmental hazard to move the triggering bug into
it as a 2 success single target AoE effect.
A spider’s snare may be set to activate an attached switch or lever when triggered.
A spider's snare may be loaded with noisy objects to create a simple alarm system.
Barbed Web Uncommon No Light 75
A bundle of tangled webs and spines, which, when triggered, creates a 3x3x3 cube above the
target's square of barbed web. All bugs but the trap's original creator
have great difficulty negotiating barbed web.
A square of barbed web is rough terrain that takes 4 Speed to traverse. Alternatively,
a bug traversing may choose to only spend 2 Speed, but take 2 soakable damage
(a bug forcefully moved through the web is always affected in this way, but only once per
instance of movement).
Barbed web can be cleared with fire.
A bug may choose to clear a square of barbed web that it moves through.
Bombardier’s
Uncommon No Light 75
Deadfall
A Bombadier's Deadfall trap may not be used when there is no ceiling within the creator's
Close range, plus trap creation range. The activation squares are any square directly below
the trap. When activated, the trap uses a controlled explosion to collapse only the ceiling
above the activation squares, causing it to fall, which counts as a 2 success AoE attack, which
deals 4 soakable damage. Targets are trapped under rubble that requires a 2 success Might
check to remove, costing 1 Stamina per attempt.
This trap may be placed in the ground as well, where it will target burrowing creatures that
move underneath it. If there is an open space beneath the floor, it can collapse the floor to
drop an affected target to the open space below.
Little Antlion Uncommon No 1 75
When triggered, the little antlion digs a pit 3 squares wide on each side, and 3 squares deep.
This trap only digs up ground that would be valid for a burrowing bug. This trap may be
placed on a wall or ceiling to instead dig to the side or up.
Locust Kick Uncommon No 1 75
When triggered, this trap deals 2 soakable damage to the target as a single target 2 success
attack, and unless dodged it knocks them to a square up to 3 squares away, chosen when
placing the trap.

109
Traps (3/3)
Trap Rarity Reusable? Bulk Cost

Clockwork Belfly Rare No 1 100

This trap has an activation radius of up to 2 squares away, set when the trap is placed. When
a bug who is not designated by the creator moves within the activation radius, the trap
makes a ranged attack as it flies at them, and explodes. This is a 2 success AoE attack that
deals 3 soakable damage to the target and all adjacent bugs.If the trap misses completely, it
rearms on the nearest adjacent square to the target at the start of the creator's next turn.
If the trap hits any target, it is destroyed.
Clockwork
Rare No 1 100
Spitter
This trap has an activation radius of up to 4 squares away, set when the trap is placed. When
a bug who is not designated by the creator moves within the activation radius, the trap
makes a ranged attack as it fires at them, up to once per target per round. This is a 3 success
attack that deals 1 soakable damage to the target and can roll successes into damage.
The trap can fire 6 times before it breaks down.
Fooleater
Rare No 2 100
Gigantia
When triggered, all bugs on or adjacent to this trap's square are engulfed in a Great-sized
Fooleater plant. This plant has 10 Hearts, and a Vulnerability to fire. All bugs within the trap
suffer 3 environmental acid damage at the end of each of their turns.
The plant opens up once all targets within have died, and resets itself.
A fooleater gigantia cannot be uprooted without killing it.
Totem Rare No Light 100
As part of creating this trap, the creator may cast a spell they know. If no spell is cast during
creation, the totem holds no spell, and will absorb the first spell that hits it. An object with an
unfilled totem affixed to it can parry one spell using the totem, which absorbs the spell.
When the totem is touched, the spell is cast upon the bug that touched it with successes
equal to the spell’s original successes.

110
Other Equipment
Tools Using Tools in Combat
Some tools may be used as a weapon. If so,
A tool is any implement designed to aid in
their weapon class is determined by the form
proficiency checks. A tool adds its Quality to
of the tool. For instance: a climbing hook
the number of dice rerolled on checks
would be a hook, while a cooking knife may
appropriate for the tool. Some checks may be
be a tack.
deemed impossible without an appropriate
tool by the GM. Upgrading Tools
Tools at their baseline have 1 Quality. In cases
Tools usable as weapons are upgraded as
where a tool is required, it is possible to
weapons.
improvise one if anything is available that
could conceivably be used for the task. Tools unusable as weapons are upgraded as
arcane foci instead.
Improvised tools have 0 Quality if they are an
extremely appropriate body part, or -1
Quality otherwise.
Tool Examples
The following tools are not a list of the only
Tool Prices tools available. However, they can serve to
give players and GMs an idea of how tools
The price of a tool is based on the rarity of its
could be priced, or what kinds of weapons
profession. A cooking knife may be as cheap
they could emulate.
as 10, while a set of surgical equipment could
be as expensive as 100.

Example Tools
Tool Skills and Uses Could be used as a... Bulk Cost

Pickaxe Mining, Digging Bolt, Throwing Bolt 1 25

Feats of Might,
Crowbar Tusk, Hook 1 50
prying open a box
Camouflage
Stealth Net Light 25
Cloak
Fishing, snagging an
Fishing Rod Twigstaff, Whip Light 50
item across the room
Hardcover Book A Lore Skill Tusk 1 25
Surgeon’s Tools Surgery, Medicine Acts purely as a tool Light 100
Lock Picking,
Thieves’ Tools Acts purely as a tool Light 50
Trap Disarming
Hammer
Climbing Bolt 1 25
and Pitons
Building,
Saw Hook, Polehook 1 25
cutting down plants
Measuring Tool Building, Trapmaking Acts purely as a tool Light 10

111
Treasures
from a shopkeeper. Rare items may
sometimes be available from specialty
dealers, while Legendary items must be
Items with a listed rarity of Rare or found or earned through the character’s
Legendary are not typically pieces of adventures.
equipment that a character can purchase

Treasures and Useful Items (1/2)


Item Bulk Cost

Bandolier Light 50*

A bandolier expands the number of Belt slots a bug has access to


by +1 for every 50 spent on the bandolier.
Fancy Clothes Light 50
The wearer’s Cute is increased by 0.5.

Thirsty Straw Light 50


A portable pump that resembles a proboscis. Can be used to pump liquids into a container, or
to expel them in a spray. When used with a flask, its contents affect a Short Cone instead of
being thrown. Terrain+ flasks affect a Large Cone instead.
1 square of
Light 1
Thread
Ordinary thread has a Load cap of 5, and will break if it exceeds its Load.

1 square of Silk Light 5


Spider silk is stronger than ordinary thread, capable of handling heavier loads without
breaking. It has a Load cap of 10.
1 square of
Light 5
Flaskfuse
A bit of rope soaked in greaseslime.
When lit, it burns away rapidly and causes the flask it is attached to to burst.
Matchstick Light 10
The matchstick is a 0 quality weapon with 1 base damage, which can be lit to cast light in
range 4. Deals 1 environmental fire damage on hit when lit.
The matchstick burns out at the end of the scene, and cannot be reused.
Sheet of
Light 5
Vespine Paper
Durable paper that is hard to wreck.

Vial of Ink Light 10

Ink used for writing.

Herbal Balm Light 15


When applied during a rest, the balm enhances a bug's natural healing, increasing the Hearts
recovered that rest by 1.

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Treasure and Useful Items (2/2)
Item Bulk Cost

Pollen-treated
Light 30
Bandages
When applied during a rest, the pollen-treated bandages enhance a bug's natural healing,
increasing the Hearts recovered that rest by 2.
Scrap Patch Light 10
When applied to armor outside of combat, it restores 1 Durability.

Armor Patch Light 20

When applied to armor outside of combat, it restores 2 Durability.

Repair Wax Light 50


Can be applied to a piece of equipment at any time for 1 Stamina.
Restores 2 Durability/Deterioration immediately.
Can also be applied to a bug’s Shell to restore up to 2 lost Shell.
Chunk of
1 25
Shellwood
A piece of tough wood, used to make shields, armor, furniture, or buildings.

Chunk of Ore 1 50

Metal ore that can be used to craft various weapons and tools.
Chunk of
1 1000
Pale Ore
A strong and incredibly rare metal ore. Can be used to upgrade weapons.

Collectibles
Collectibles make for great treasure for
adventurous bugs to find due to how
generally useful they are.
Collectibles are items that grant bonuses or
abilities when enough of them are gathered Want to encourage your players to explore
together. more? Use collectibles!

Collectibles
Collectible Effects Cost

Collecting three sacred petals grants a bug


Sacred Petal Varies
+1 Max Heart. This consumes the petals.
Collecting three blessed shards of amber grants a
Blessed Shard Varies
bug +1 Max Stamina. This consumes the shards.
Collecting three vessel fragments grants a bug +1
Vessel Fragment Varies
Max Soul. This consumes the fragments.
This slot may be affixed to a bug’s body
Notch Slot Varies
to grant them an additional Notch.

113
Belt Items Using Belt Slots
Non-Belt items, such as food, flasks, or
Belt Items grant their effect so long as they
weapons may also be placed on the Belt for
remain on the bug’s Belt.
easy access during combat. Items put on the
All Belt Items take 1 Belt Slot. Belt take a certain number of Belt Slots.
Some Belt Items can’t be acquired by regular An item placed on the belt takes up Belt slots
means. Instead, these items might be in equal to its Bulk, to a minimum of 1.
possession of relic seekers or hidden in
ancient ruins.

Belt Items (1/2)


Item Bulk Cost

Pouch Light 50

A pouch may hold up to 1 Bulk of items that do not count against the Load of the bug carrying
it. Additional Bulk loaded into the pouch counts against the bug's Load normally.
Items within that could be damaged by environmental hazards aren't harmed unless the
pouch is destroyed first. So long as only one item is contained in the pouch, it may be
accessed as if it were a Belt item.
A light source held in a pouch is carried in a harness and still provides light.
Saddle Light 25
A bug equipped with a saddle can treat one carried bug as being 2 Bulk less.

Lumarock 1 10
This rock is covered in glowing moss that passively lights an area within a Range of 1 from the
carrier. The carrier may take it in a free hand to increase its Range to 2.
Lumafly Bulb Light 25
Passively lights an area within a Range of 3 from the carrier.
The carrier may take the lantern in a free hand to increase its Range to 5.
The bulb may break if dropped or damaged, releasing the lumafly.
Lumafly Lantern 1 50
Passively lights an area within a Range of 4 from the carrier. The carrier may take the lantern
in a free hand to increase its Range to 6. This lantern is sturdy material, and difficult to break.
It has Durability of 4, as armor.
Dreamsnatcher Light 100
These totems are charged by extracting Soul from (usually) feral bugs and trapping it to be
drawn upon later. An empty dreamsnatcher can be filled by waving it over a fresh corpse.
It contains 1 Soul when filled, which a bug may draw out as a Focus Action.
Greasegland Light 10
A gland which produces greaseslime. Produces enough to fill a Grease Flask once per rest.
While carried, greaseslime on the bearer does not wear or wash off.

114
Belt Items (2/2)
Item Bulk Cost

Blessed Amber Must be


Light
or Crystal Heart found
A bug bearing a piece of blessed mineral may choose to perform a Great Dash if they have not
yet moved that turn. A Great Dash expends all of the bug's Speed, but allows them to dash in
a single horizontal direction indefinitely, until they strike a wall or choose to end the Dash.
Must be
Mantis Claws Light
found
While carried, a bug is treated as though it possessed Climbing.
A bug that already possesses Climbing may climb even on greased surfaces.
Mothwing Must be
Light
Cloak found
While carried, a bug's dash and jump action gains +1 maximum distance.
Must be
Royal Wings Light
found
A marvel of the royal family, given in recognition of valiant service. A bug in possession of this
trinket may spend a Soul during their turn to act as though they possessed Flight.
Bugs that already possess Lesser Flight or Flight may use the wings
to have the Stamina costs of using these traits reduced by 1.

115
10. Combat
Initiative Order Squeezing
A bug can squeeze into a space meant to
Initiative is determined by the Grace
accommodate bugs up to one size smaller
attribute. Unlike most of the rolls you make
than themselves. While doing so, they cannot
in this system, Initiative does not track
be moved through by other creatures and
successes or failures. Rather, you will tally up
suffer -1 to attack and defend rolls.
your bug’s total result on the Initiative roll.
The bug with the highest Initiative total goes
first, followed by the others in descending
Actions
order. If a bug has any rerolls on their
Initiative, they reroll the lowest die and take
Attacking
the better of the two results. To initiate an attack, dedicate at least one
In the event that two bugs have the same Stamina to the attack. The attack's dice pool
Initiative roll, player bugs take priority, then is composed of d6s equal to
allied bugs, then enemies. Might+Quality+Stamina Dedicated for melee
attacks.

Squares and Movement For ranged attacks, use Grace instead of


Might.
Combat takes place on a square grid,
typically composed of 1” squares. They are Area of Effect
referred to as “Spaces” or “Squares”, and
represent square units of an ambiguous An AoE, or Area of Effect, targets multiple
measurement. squares. Roll one attack, and resolve it
separately against every bug. Such an attack
A bug can move squares equal to their Speed cannot be parried, and may only be dodged.
every turn in combat. Diagonal movement is
treated the same as cardinal movement. AoE attacks are affected by cover penalties,
based on the source of the effect - the center
Spaces of a fireball or the tip of a Cone.

Every bug takes up a space of one square, Cones


except for Large bugs, which take up four
squares, grouped together into a single large Some effects may take place in a Cone,
square. When moving, they still move only 1 rather than using a standard range.
square in a direction at a time. For what space Cones take on a grid in
Willing bugs may occupy each other's orthogonal and diagonal directions, use the
squares by squeezing. A Large bug can share following templates:
one of its spaces with a single Average or
smaller bug without squeezing.
Bugs can move through the squares of other
bugs who allow them to do so. Unconscious
bugs and bodies can typically be moved
through and stood upon freely, unless they
are especially large or piled high.
Bugs can also attempt to move through the Short Wide Long Large
spaces of hostile creatures, but this provokes
an attack of opportunity.

116
Stamina Tax A grappled bug receives a -1 penalty to attack
and defense rolls, and cannot move under
Each attack made in a turn adds 1 stacking their own power. They can spend 1 Stamina
Stamina tax to the cost of each subsequent on their turn to make an attempt to break
attack made in the same turn. This Stamina is free. They may use Might or Grace to escape,
spent to make each attack, but is not and dedicate Stamina as if the attempt were
dedicated to the attack’s roll. an attack. The grappler may contest this
check at no cost, using Might plus any
Stamina tax resets to 0 at the end of a bug’s
benefits from grappling natural weapon
turn.
effects and appendage bonus, but may
Attacks of Opportunity dedicate Stamina if desired.
A grappler can perform any number of the
It’s not easy to step right by an attacker! following actions with the grappled bug:
When your bug moves through squares
adjacent to a bug in excess of your bug’s ● They can spend 1 Stamina to move a
Footwork score, or exits the area adjacent to grappled bug 1 square.
a bug, your bug will provoke an attack of ● They can spend 1 Stamina to lower the
opportunity from that bug! dice of any roll made by the grappled
bug by 1.
The provoked bug may choose to make a 1 ● They can throw a grappled bug up to
Stamina attack against the provoking bug, 3 spaces away for 1 Stamina, acting as
which does not add the initiating Stamina to an improvised weapon if a bug is in
the roll, but may have more Stamina the target square.
dedicated as normal.
Each bug can only make one attack of Dash and Jump
opportunity per target in the same round.
Bugs are agile! Any bug can spend 1 Stamina
Forced movement does not provoke attacks, to move up to 2 squares in any direction.
unless otherwise stated. After the movement resolves, they fall to the
ground. Moving along the ground is a dash,
Withdrawing while moving straight up or diagonally is a
jump.
For 1 Stamina, a bug may spend the required
Speed to move up to 2 squares without The bug may spend Speed mid-jump to
provoking attacks of opportunity. extend the jump by up to 2 spaces, but they
may not make a jump while in mid-air, unless
After Withdrawing, the bug receives a stack
they have flight.
of Off-Balance.

Grappling Pogo Strikes


If a bug moves over a target, and hits it with
A grapple is an attempt to restrain a bug,
a melee attack - or if the target parries the
which functions as an attack. A grapple is
melee attack - the bug moves 1 square
made using Unarmed Strike Quality, or the
upwards, without provoking an attack of
Quality of a weapon that grants a grapple
opportunity. After the pogo strike, the bug
bonus. It is pairable if the associated weapon
may move up to 2 squares away from where
is Light. Grapples are always Might-based.
they executed the pogo strike for free.
Grapple checks have bonus dice equal to the
On a failed or dodged pogo strike, the bug
number of appendages the grappler uses
lands in a square adjacent to the target, or in
beyond the first, to a maximum of +2. The
the target’s square if the target dodged into
target may defend. If the grapple retains at
another square, and receives a stack of
least 1 success after the defense action, the
Off-Balance.
target is grappled.

117
Skill Actions Delay
During combat, it costs a bug 1 Stamina to If a bug wishes, they may delay their turn to a
use their skills - such as to climb up a wall, to later point in Initiative. When the bug’s turn
attempt a leap they couldn’t normally make comes due, they do not recover any Stamina
using the Dash and Jump action, or to they spent between making the delay and
attempt to hide from their enemies - or to reaching their new turn.
search for a hiding enemy! This is called a
Skill Action. Readying
Some skills that are passive and innate, such Sometimes, a bug needs to be patient, but
as asking to make a Lore check to see what they can’t afford to delay their action. In that
your bug already knows about a type of case the bug may prepare a readied action at
creature, might not cost Stamina at all. the cost of 1 Stamina. The bug must decide
what will trigger their readied action when
they declare that they are preparing it. When
the trigger occurs, the bug immediately
Don’t let your expertise interrupts the current turn to perform their
go unnoticed in the midst readied action.

of battle! The readied action still costs any Stamina


that it would normally cost.
Using Skill Actions
Here are some examples of Skill Actions
Defending
and associated skills that could be useful
in combat:
Defense
● Staying hidden (Stealth) A defense action is made in response to an
attack. Initiating a defense action requires
● Searching for objects and hidden spending 1 Stamina, and can be done
enemies (Perception) whenever your bug is targeted with an
● Talking down the enemy attack. The first Stamina is not dedicated to
(Persuasion) the roll, but your bug can dedicate extra
Stamina as normal. Each success on a
● Scaring the enemy away
defense roll subtracts a success from the
(Intimidation)
attacker’s attack roll!
● Predicting enemy moves (Tactics)
There are two types of Defense rolls: parries
● Moving heavy objects (Athletics) and dodges.
Staying afloat in water

(Swimming)
Parrying
This is not an exhaustive list of all A parry is a Might roll made with a shield or
possible Skill Actions, so feel free to weapon. A parry cannot normally defend
come up with your own. against a spell or an AoE attack. Parries add
the Quality of a shield used to their roll.
Parrying a ranged attack has a -1 die penalty.
An attack is considered to be parried when a
Minor Actions parry roll removes all of the attack’s
Some actions, like picking up a weapon or successes, fully negating the attack. A parry
shutting a door, cost no Stamina. For these that has at least 1 success, but doesn’t fully
actions, spend Speed equal to twice the Bulk negate the attack is called a partial parry.
of the object your bug wishes to move or pick When parrying with a weapon instead, each
up, to a minimum of 1. extra Stamina dedicated to the parry adds 2

118
dice instead of 1, up to a number of times
equal to the weapon’s Quality.
Damage Reduction
Some things, such as armor, provide damage
Dodging reduction. Damage reduction is subtracted
from damage risked before the Soak attempt
A dodge is a Grace roll to avoid an attack
is made, but cannot decrease the damage
completely. Dodges can avoid spells and AoE
dealt below 1.
attacks. When your bug dodges an attack,
they may opt to take a stack of Off-Balance
and move 1 square without provoking an
Soaking Damage
attack of opportunity. Your bug must do this Once an attack's damage risk is calculated,
to avoid AoE attacks. A bug cannot dodge the defender makes a Shell check. Each
when they are fully restrained. success reduces the damage dealt by the
An attack is considered to be dodged when a attack by 1.
dodge roll removes all of the attack’s
successes, fully negating the attack. A dodge
Magic Damage
that has at least 1 success, but doesn’t fully Magic damage bypasses the Soak roll, but
negate the attack is called a partial dodge. does not bypass DR or Absorption unless
When dedicating extra Stamina to a dodge, it otherwise stated.
gains a number of bonus dice equal to the The most common source of magic damage
attacker’s weapon Bulk. is spells; all spells that deal damage deal
magic damage unless otherwise stated.
Stamina Glossary Environmental Damage
Spent Stamina Like magic damage, environmental damage
bypasses the Soak roll, but not DR or
The total Stamina spent on an action.
Absorption. The difference is that
Taxed Stamina environmental damage comes from different
sources, such as deadly heat or cold, and is
The Stamina spent on an action that does not resisted by different things.
improve that action. Represents fatigue.
Stamina and Soul Damage
Dedicated Stamina This damage reduces a target’s named pool
The Stamina spent to initiate or improve an by the amount of damage dealt. This type of
action. Is added to the roll as d6s. Represents damage can be magical or environmental,
effort. just as normal damage, usually the same type
as the attack that delivers it.
Damage Nonlethal Damage
and Conditions When your bug makes an attack with a melee
weapon, they can choose not to roll the extra
Calculating Damage Risk successes into damage. This attack only
knocks a bug unconscious if it is reduced to
When an attack rolls at least one success, it 0 Heart, bypassing Death’s Door completely,
hits. Count all extra successes, and add that and cannot kill it.
number as rollover damage risked by the
target. The total damage risk is the sum of Off-Balance
base damage and rollover damage. The
rollover cap is equal to the weapon’s base For every stack of Off-Balance, a bug regains
damage, or the amount of Stamina dedicated 1 less Stamina at turn start. The bug may
to the attack, whichever is higher. spend Stamina on their turn to remove an

119
equal number of stacks of Off-Balance. DoT ignores damage reduction that does not
Off-Balance stacks cap at 3. specifically state that it reduces DoT.
One stack of Off-Balance is lost at the start A bug may spend Stamina during their turn
of each turn, after it reduces Stamina to clear DoT, at 1 point of DoT per point of
regeneration. Stamina.

Death's Door DoT may have a type, such as poison or


bleeding. Unless specified otherwise, DoT
When a bug is dropped to 0 Hearts, they are effects of the same type do not stack their
at Death's Door, and regain their full Stamina point values; instead, use whichever point
the first time it happens per rest. Damage to value is higher. (For example, a bug that has 2
the bug while at Death's Door is applied to fire DoT and takes an extra 3 fire DoT now
Stamina instead of Hearts, and Stamina has 3 fire DoT.)
ceases to regenerate naturally.
Should the bug's Stamina become 0 while at
Status Effect
Death's Door, the bug dies. A Status Effect is an effect - either a
beneficial Buff or a detrimental Debuff - with
A bug at Death's Door falls unconscious
a duration not based on scenes or spell
automatically after combat ends.
durations.
Unconsciousness Status Effects have a stack of points. One
point is lost at the end of each of the target's
A bug may choose to fall unconscious instead
turns, and they can lower it further by
of stay standing when they hit 0 Hearts,
spending Stamina to burn off an equal
making them a less appealing target but
number of stacks. When the pool drops to 0,
leaving them defenseless; falling unconscious
the Status Effect ends.
also restores full Stamina, even if a bug has
already been at Death’s Door since their last If the same Status Effect is applied multiple
rest. times, its stacks are added to the duration,
but the effect is not increased unless
An unconscious bug cannot move or take any
otherwise stated.
action under their own power. Damage to the
bug while unconscious is applied to Stamina A Status Effect cannot have over ten points
instead of Hearts, and Stamina ceases to at any given time, unless otherwise stated.
regenerate naturally.
Should the bug's Stamina become 0 while
Deterioration
unconscious, the bug dies. Sometimes, a weapon takes damage in the
form of Deterioration. Deterioration does not
Suffocation immediately destroy weapons, and some
weapons cannot be destroyed by normal
Suffocation decreases maximum Stamina by 1
Deterioration.
each turn, then deals damage to Hearts when
maximum Stamina is 0. Suffocation ends For every level of Deterioration, the Quality
when the bug spends an entire turn in of a weapon is lowered by 1. If the weapon
breathable air. has a Modifier on it, the first level of
Deterioration instead neutralizes the
Damage over Time (DoT) Modifier.

Damage over Time, or DoT, is a special effect. If the Quality is reduced to -1, and the
At the start of a bug’s turn, if they are weapon’s only modifier is Worn, it is
affected by DoT, they take environmental destroyed. Otherwise, it is Broken. Broken
damage equal to the DoT, and the DoT weapons count as improvised weapons when
"decays" by 1 point. DoT itself is not used.
considered being dealt damage, but the
damage it inflicts is.

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Deterioration can be repaired and its effects
removed, either by paying a blacksmith (the Focusing
price is typically a quarter of the weapon’s
price, but if the weapon costs under 100 Geo, During a round, a bug may wish to take a
it is half price instead), or with the Repair Focus Action. A Focus Action is a small period
Camp Action. of concentration where a bug channels
energy, in an attempt to cause an effect.
Deterioration Taking a Focus Action ends a bug's turn. The
effect of a Focus always comes into effect at
on Natural Weapons the start of the bug's next turn. If they move
When a natural weapon would be destroyed or spend any Stamina or Soul before the start
or Broken, it instead becomes Crippled, of their next turn, the Focus’ effects on their
meaning it cannot be used until a rest. next turn, and any resources spent on it, are
lost.
Natural weapons heal by 1 Deterioration per
rest, which can be raised with a Medical Skill
check.
Soul Focus
A bug may Focus to heal themselves.
Unseen Attacks Dedicate any amount of Soul to the Focus,
and roll a number of d6 equal to the Soul
A bug is unseen by any bug that cannot
dedicated. Each success restores one Heart.
detect it. Attacking or defending against an
For every 3 Soul dedicated to a single Focus
unseen bug receives a -2 penalty. If your bug
attempt, one die succeeds automatically and
is unaware of the attacker, they cannot
occurs immediately.
dodge or parry its first attack against them.
A bug has rerolls on their Focus check equal
Unseen bugs do not provoke attacks of
to half of their Insight, rounded down.
opportunity.

Cover Art Focus


A bug may Focus in preparation to perform
If a bug is targeted by an attack while behind
an Art they have not prepared and practiced
cover, the attack has a -1 die penalty for
recently. Taking the time to gather
every 1/4 of the bug's body that is covered
themselves allows them to perform the Art,
(this cannot reduce the attack to 0 dice). If
even if they are rusty.
the entire body is covered, this bug has full
cover and cannot be targeted directly by
attacks.
Spell Focus
A bug may Focus in preparation to cast a
In addition, if a damageable target provides
spell, reducing the strain on their Soul. When
cover from an attack, and the attack misses
Focusing in this way, the next spell the bug
completely (without being dodged or
casts has its Soul cost reduced by the bug’s
parried), roll dice equal to those penalized.
Rank in that spell’s Path.
On a success, the attack hits the cover.
Spell Focus draws on the rush of danger, and
If the cover dodges, the target of the attack
cannot be used in a safe situation.
no longer has cover, and the penalized dice
are added back to the initial attack roll. Multiple Spell Focuses do not stack.

Rough Terrain Stash Focus


Rough terrain can be created by a variety of A bug may Focus to regain Stash by cobbling
effects. together new items. After the Focus resolves,
they regain Stash equal to their Ranks in
Penalties inflicted by rough terrain are
Stash-linked Paths, to a maximum of 4.
detailed in the effect’s description.
This can only be done once between rests.

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11.Time, Travel and Rest
Time
The available Camp Actions are Sleep, Treat,
Repair, Craft, Research, Practice and
Training.
In a bug’s life, keeping track of time might
not be a concern. It is ultimately up to the GMs should feel free to come up with their
GM how they wish to track time in their own Camp Actions if they so desire.
game, but this system does not require hard
measurements such as minutes, hours and Sleep
days. Instead, time is tracked through scenes The bug regains 1 Heart.
and rests.
Treat
Scenes
The bug may make a Medicine or similar Skill
Any time the GM would add, remove, or check. For every success, the bug earns 1
change a set piece on a gameboard - resting, Heart recovery or 1 Attribute damage
traveling from one place to another, or recovery to distribute between themselves
players exiting the stage - a scene change and their allies.
occurs.
Repair
Rests
The bug may make a Maintenance, Smithing,
When bugs stop to make camp, or to sleep at or similar Skill check. For every success, the
an inn, they are taking a rest. Some effects bug earns 1 Durability or Deterioration
and abilities are measured per rest, and a recovery to distribute between pieces of
bug’s Belly decreases whenever they rest. equipment.
Resting is also when food deterioration rolls
are made.
Choosing whether or not to rest when
starving can be a very important decision,
and being too cautious can soon dwindle
food supplies!

Breaks
When bugs just want to take a short break to
catch their breath, they take a type of rest
which only grants one Camp Action. Sleeping
during a Break is only a nap - it does not
restore an extra Heart for not starving.
Breaks also do not consume Hunger, as a
Rest does.
GMs may limit how many breaks a party can Craft
take, to avoid devaluing resting.
The bug may make an appropriate Skill
check, if they have access to appropriate
Camp Actions materials. By accumulating a number of
successes equal to the Difficulty of a
When a bug stops to take a rest, they can consumable, piece of equipment or a
perform two Camp Actions during that rest. modifier, the bug may craft it. If the bug does
If a bug does not sleep at all during a rest, not complete the project in a single rest, they
they regain no Soul that rest. may continue their progress next time.

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The Difficulty of crafting an item is
determined by the GM, usually based on the Environmental Dangers
materials the bug has.
The world is a dangerous place for a bug, and
Research not just because of the other creatures living
in it. Sometimes your bug may have to
The bug may make an appropriate Skill check traverse pools of acid, pits of jagged stone, or
to research a new Arcana or ritual. Like the intense heat of a volcanic cavern. All of
crafting, they must reach 3 successes to the food in an area might be poisonous, or
complete it (or more at GM discretion), and barely fill a bug’s Belly.
can continue the project over multiple rests.
When a bug is subject to these intense
When it comes to newly invented Arcana or conditions, they may take damage
rituals the GM must determine how Difficult automatically if they fail a Skill check to
they are for the bug to learn. traverse the terrain safely - such as using
Parkour to hop across loose stones in a pool
Practice of acid or pogo jump across a stretch of
The bug may make an appropriate Skill check spikes. Other times, they could risk damage
to practice and develop a new Art. As with or Debuffs from intense heat and cold, and
Research, the bug must reach 3 successes, have to make a Shell check to withstand that
but additional dice or rerolls could be hazard.
provided if a bug already knows similar Arts, Sometimes, environmental dangers should be
or Arts of the same school of combat. used as a puzzle to entice the players’ bugs to
Just as in magic, a bug who wishes to design think, and other times they are a test of
their own Art should be encouraged, within endurance that cannot be avoided - but
reason. Work together with your GM and could be prepared for, such as by bringing
determine what fits! warm clothes into an icy domain.

Training Fall Damage?


One thing that bugs don’t have to worry
By training together, a bug may pass on the
knowledge of one of their known Arts, about in their environment is falling. A bug
falls at a rate of 10 squares per turn, and bugs
Arcana or rituals to another bug. Training
with a friend is much easier than practicing do not experience falling damage under
alone, and so both bugs make a Skill check normal conditions.
towards the Difficulty of completing their Don’t be afraid to leap off that cliff! Just make
training and combine their results. sure your bug knows how to get back up.

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12. Social
Social checks are made when your bug attempts to affect the disposition and actions of other
bugs. There are several types of social checks, and the appropriate one is made whenever a bug
attempts to influence other bugs socially.

Endearing A Convincing check is made using a bug’s


Insight, plus their rank in a relevant skill,
Endearing allows your bug to use their such as Persuasion.
charm and pleasant appearance to sway
others to listen. Cutesy aesthetics and
flowery words may make it difficult for some
to take your bug seriously, but others will be
enamored.
To make an Endear check, a bug rolls a
number of dice equal to their Cute score,
plus their rank in a relevant skill, such as
Etiquette.

Bullying
When being nice just doesn’t get the job
done, your bug may have to turn to bullying
and intimidation to get their way. Some bugs
might respect strength, but many will resent
being manipulated through fear.
To make a Bully check, a bug rolls a number
of dice equal to their Spook score, plus their
rank in a relevant skill, such as Bullying.
Impressing
Deceiving A bully might use their impressive
The truth is not always easy to hear. When appearance to frighten and threaten, but a
your bug can’t make others listen to reason, bug can also use their best qualities to earn
they may have to twist the facts to suit their admiration.
story. Be careful your bug does not become When your bug wants to show off, choose
ensnared in a web of their lies! what quality they want to use - are they
A Deception check is made using a bug’s going to show off their powerful Might, or
Insight, plus their rank in a relevant skill, impress a crowd with their Graceful dance?
such as Deception. It is opposed by an Depending on your bug’s audience, their
Insight check and the relevant skill of their show might be more effective at improving
target, such as Kenning. attitudes.
To make an Impress check, a bug chooses
Convincing one of their Primary Attributes: Might,
It might not be easy, but sometimes the truth Insight, Shell or Grace; or one of their Cute
is what is necessary. Instead of relying on and Spook Attributes. They make a roll using
tone or manipulation, a bug can try to that Attribute, plus their rank in a relevant
convince others using reason and a tempered skill, such as Impress or Perform.
attitude.

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13. GM Resources and
Useful Links
This page contains links to resources that weren’t included in the book, but could still be useful
to GMs. It should be noted that resources linked here are works in progress, which means that
they could change in the future. Still, it should dissuade you from using them as you see fit!

Setting Documents The Duelist’s Notebook


The Duelist’s Notebook is similarly a
Oakshade compilation of ready to use NPC characters
and units for a GM to pull from.
Oakshade is an original setting built for The
Unofficial Hollow Knight RPG, to give players It can be found here.
a place to explore that is not as limited in
scope as Hallownest. There is room in Starting Items/Money
Oakshade for many kinds of campaigns, and
its connection to the official setting of Guidelines for starting equipment and
Hallownest is up to the GM to decide. starting wealth are available here.

The current lore repository for the Oakshade


setting can be found here. Character Sheets
A few maps of Oakshade exist and can be There is a copy of a character sheet already
found here and here. included in the back of this book. However, if
you’re looking for a character sheet in .PDF
Creatures and NPCs format (fillable or not) to print out or use as
is, then you can find the latest character
The Skald’s Journal sheet files here.

The Skald’s Journal is a work in progress


compilation of creatures that players may
Join the Community!
encounter. Most original creatures are based If you wish to find other people to play with,
on Oakshade, while others are being ask for clarification on some of the rules or
converted from Hallownest. just discuss the game, then feel free to join
our official Discord server!
The Skald’s Journal can be found here.

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