Designed by Chris Scaffidi • Illustrated by Jason Glover
Condensed web adaptation β story retold in new words, rules faithful to the book.
Web version created by Marcus Draper
You wake in a cold crypt with no memory β not even a name. On your forearm, a leathery, tumor-like growth pulses faintly. Somewhere above is an abandoned monastery now held by redcaps, goblin-like shapeshifters. Escape the crypt, search for a cure, and learn who did this to you.
Win: Reach a Survival ending β or better, one of four Victory endings. If your Vigor falls to 0, you die β but unspent XP carries to your next hero.
Dice are rolled in the open. Hit, Dexterity, Wit, Items and Tags all work as in the book β Dexterity uses the book's official Alternate Dexterity Rules for screen play.
Setup • Book p.7
Roll 2d6. If the dice match (doubles), reroll one die until they differ. Each die points to a class β you choose one of the two.
Roll 2d6, reroll one die on doubles until the dice differ. Each die maps to a class; choose one. That row gives Hit, Dex, Wit and starting Vigor.
[Hit @ X] β Roll your Hit dice. Succeed if any die is X or higher. If you hold WPN, you may raise one die by 1 after rolling. If you hold WCF1 (Druid/Wizard), once per encounter you may reroll a die showing 1.
[Dex @ X] β Alternate Dexterity Rules β The book's physical flick-a-die test can't be played on a screen, so this game uses the book's official alternate rule: succeed if Dex + WARD β KARMA β₯ X. The arithmetic is always shown.
[Wit @ X] β Roll X dice. You have as many actions as your Wit. Each action, pick a die and: Reroll it, Flip it (to 7 β its value), or Increase it by 1 (max 6). Succeed when all dice form one consecutive run, in any order (e.g. 2-3-4).
[Item X] / [Tag X] β A choice that only works if you carry that Item or Tag. Optional unless the story says otherwise β the main path is never hard-blocked by a gate.
Repeatable tags. KARMA weighs you down (it hurts Dexterity and fate); WARD protects you. SHD, if held: lose 1 less Vigor when a living creature makes you lose 3 or more.
Vigor 0 = death. Unspent XP is kept. A new hero may first buy death-upgrades (each once): 1 XP β +2 Vigor, +1 WARD, or Item PFS; 2 XP β +1 Hit, +1 Dex, or +1 Wit; 4 XP β Item SFKC or Item MDI. PFS (single use): before a test, spend 1 WARD to boost that stat by 2. SFKC (single use, anytime): +1 Vigor and remove 1 KARMA. At the escape checkpoint (E100), if XP β₯ 6 or Vigor β₯ 6, your hero is βphotocopiedβ β after a later death you may restart at E101 as that exact hero.