Tombpunk - The Mausoleum Edition - Empty Grave Digital Pages (v1) (2024-07-18)
Tombpunk - The Mausoleum Edition - Empty Grave Digital Pages (v1) (2024-07-18)
EMP T Y G R AV E
VERSION
1
This is the Empty Grave Version of Tombpunk. It is in black
and white and has reduced images to be print-friendly while
still retaining the character of the original book.
2
Dedication
To John Blanche, in gratitude for
illustrating our imaginations for decades.
TABLE OF
CONTENTS
Introduction............................................. 1
Core Mechanics ....................................... 2
Common Classes...................................... 6
Rare Classes........................................... 14
Weapons................................................. 27
Gear & Armor......................................... 30
How To Play............................................ 31
Enemies.................................................. 39
Hirelings................................................. 47
Random Generators............................... 47
Chaos Magick......................................... 53
Ancestries & Culture.............................. 60
The Northern Provincials....................... 62
Oracles & Tools...................................... 81
3
INTRODUCTION
Hey.
I’m Alan.
I wrote this game. You might want to know why, what it’s all about,
and what I was thinking. Or you might not. If you don’t, just skip
this letter section and move on. No skin off my nose (I mean, I’m a
little hurt, but you gotta do you.)
So, what the hell is this Tombpunk thing? Tombpunk is best called
a “classically inspired” roleplaying game. It’s designed to feel like
old games from the 70s and 80s, with a bit of a modern design
ethos tossed in there, given a good shake and then kinda just…
dumped out.
It’s a deliberately imperfect game, designed around four core
ideals I had when I wrote it:
Keep the rules quick, dirty, to the point, and deliberately
incomplete.
Don’t sweat rules for everything. Provide just enough rules to
play.
Keep the tone straightforward and conversational.
Avoid the possibility of power creep.
Yeah, but why did you write it? you might ask (and rightly so).
Because I like a design challenge. Because I had an itch to scratch.
Because someone told me I couldn’t do it, and I am a stubborn
bastard who hates being told no.
Look, putting words on paper, no matter how messy, helps me
grow as a writer and game designer. Tombpunk is a mess, but
it’s my kinda mess. I hope you dig on it as much as I do, cuz it’s
gonna be a hell of a ride.
Alan Bahr, 2020
Huh.
INTROD
(mausol UCT
eum e ION
Here’s a
dition expect tothing I didn’t
) Tombpu do. More
against m nk. Me, r
ebelling
in the or y own rules
Me, givin ig in al edition
.
Artistic vg in to….I dunno.
Whateve is io n. Whim
r. s.
4
The Game
Tombpunk operates on a quick and dirty
RPG system, designed to play fast, get out of
the way, and let you have high-octane, high
action adventures. We’re not going to spend
pages telling you how to play the game, so we
assume you’re familiar with RPGs. If you’re
not, a scan of this QR code will set you up just
fine. Or visit ttrpgwelcome.carrd.co
TO P LAY:
HE R E
This book.
1
THE
COR E M ECHANICS
The Attribute Test
The Attribute Test is the core resolution of situations in
Tombpunk. To make an Attribute Test, you roll a d12 and
compare the result to your Attribute. There are two potential
outcomes that you can have:
If the result of the roll is equal to or lower than
your Attribute, your Test is successful.
If it is higher, you fail.
Any time you want to do something that could fail, just pick
the appropriate attribute and roll.
When the Narrator attacks you, they have to roll over your
attribute to be successful.
Disad-
Advantage and
If you have both ), they
ely, but possible
vantage (unlik than 2d12.
never roll more
cancel. You can
2
Resource Tests
The second most common Test is the Resource Test. To
make a Resource Test, you roll a d6 and compare the result
to your Resource score. All Resource Tests succeed, but a
high roll (above your Resource Score) requires you to reduce
your Resource score by one point.
This represents you spending or losing the resource on the
way to success.
Attributes
There are three Attributes in
Tombpunk that govern the
heroes the characters will play.
MIGHT
strength, and physical force. It is
used to
determine your lifeblood, and as
well as
how hard you can swing a weapon
.
GRIT
Grit governs your soul, willpower, and
magical abilities. It enacts magic spells, as
well as how well you keep your wits about
you when the blood starts to flow.
l agility,
Deftness represents your physica
tion
DEFTNESS
blen ess , and reac
your dexterity, nim
use to det erm ine if
time. It’s what you
hit in com bat .
you can avoid being
3
Resources CO URAGE
To use courage, a character
Resources are aspects of your
character that change. Unlike states their intention and
Attributes, your Resources are makes a Courage check.
fluid at any given time; they ebb They roll a d6. If the result
and flow throughout the game. on the d6 is equal to or less
Beginning Resources are
than their Courage, they use
determined by the Character’s
it successfully. If d6 is higher,
Class. The Narrator can call for
the result is still successful,
a Resource check at any time.
but they must decrease their
Courage by one.
If you don’t have a Resource, of
basic use
you can’t do a check with it. The most si st te rror.
to re
Courage is
Resources can’t
go lower than 0
or higher than 5.
COIN WILL
Coin represents your Will is the spiritual
money. To use Coin, a strength of each
character states what
they want to purchase character. A Resource
and makes a Coin Test of Will is often rolled
check. They then roll a when confronted with dark
d6. If the result on the d6 magics, horrific scenes, or
is equal to or less than their Coin, they
buy the item.
occult nightmares.
If d6 is higher, the result is still successful, A Character also restores
but they must decrease their Coin lifeblood equal to their Will
by one as they have overspent their once a day (the Character gets
reserves. to use this ability for free once
You can sell one point of Treasure per day at their discretion.)
to gain 1d3 points of Coin to spread
among Characters.
4
LIFEBLOOD
Unlike other Resources, Lifeblo
od isn’t used for
nta tion of the amount of
Tests. Instead, it’s a represe
take before they are
physical damage a Character can
e the other Resources,
knocked unconscious or die. Lik
d by class.
beginning Lifeblood is determine
Lifeblood is further explained in the
Damage/Dying section on page 33.
COMMO N
CLASSES
There are three common
professions (classes) in
Tombpunk: Warriors,
Shepherds, and Ritualists.
These three classes form the
core elements of the heroes
that make up the world.
There are no limits on how
many there might be in a
particular group (unlike rare
classes).
5
WARRIORS
Warriors are physical, skilled combatants.
common type of hero
Warriors are the mos, tthieves, and soldiers.
in the land. Fighters
Warriors
CHEAP SHOT
Gain your Courage to damage
start with:
(on top of the 1d10+Courage
you already do. Basically, it’s
1d10+Courage+Courage to
damage.)
6
SHEPHERDS ,
SHEPHERDS are the spiritual guides of the land
attempting to assuage the soul against the
ors o
horrn f
the ight. Shepherd attacks do
PRAYER 1d8 damage
Shepherds
Shepherds may make a Will
check once per day at sunrise (if
start with:
they worship the everlasting sun),
or sunset (if they worship the moon
indomitable). They may either restore
1 Courage or 1 Will to a nearby
ally. Lifeblood:
HEALING equal to
Shepherds may make a Will check
to restore Lifeblood to a target.
Might +8
Healing restores a number of
Lifeblood equal to the target’s Will.
Courage 3
Coin 1
TITHES
Shepherds may eat and lodge for Will 3
free at any church of their faith
(and may request such for allies,
though accommodations are not and the Special
guaranteed.) Abilities:
GUIDANCE PRAYER,
Shepherds may automatically lower HEALING,
their Will by one point in order to TITHES,
add Advantage on any test. and
GUIDANCE.
7
Ritualtists
Ritualist attacks do
Ritualists are magicians,
occultists, & Tombpunk’s
1d6 damage equivalent of researchers.
8
MAGIC ADDENDUM
Everyone wants magic lists. I don’t. I think they lock in
creativity behind “this is what I can do” thoughts. I also
hate writing them. So, because I love you people, here are
some magic lists for Tombpunk Ritualists and how they
work.
There are three levels of spells to cast: cantrips, sorceries,
and incantations. Ritualists know some of these spells.
9
C a n t r i p s
RITUALISTS
Advantage GAIN
casting ca when
ntrips.
10
so r c e r i e
DESPERATE SHIELD
s
Th e R
itualis
s
inflict or
t
MAGIC BOLT
r m
an A 3
The Ritualist can cast this ng 1d
Pierci ll
reactively when they’re ge ro
dama arget
struck by an attack. If t
on the pell.
they’re successful, they i s s
of t h
gain Protective X against
that attack, where X is
the Ritualist’s Will. If they
fail the test, their enemy’s RENDING
attack gains +1 to Brutal The Ritualist
(giving Brutal 1 if they inflicts a Brutal
don’t have it.) 1d3 damage roll
on the target of
this spell.
Gout Of
WARD
The Ritualist wards
Flame
away foes with
arcane sigils and
magical barriers.
The Ritualist Until their next
inflicts a turn, all attacks
damage roll against the
Ritualist suffer
with Burning 1
Disadvantage.
on the target of
this spell.
Ritualists
Standard r make a
casting so oll when
rceries.
11
Incantations
DAYLIGHT
Bloody Eruption
FAITH
u get them.
It’s my game an
d I can
include them
if I want.
14
FAITH
Paladins have a unique
Gaining Faith
Paladins gain faith by vanquishing
resource called faith. This evil. Whenever the Paladin is
resource starts at 2. It is involved in an adventure that
tested and resolved like other reduces Darkness to 0, they gain
resources. +1 Faith.
As long as a Paladin has a faith
score, they add +1 to the Party’s Losing Faith
Light rating (when determining Every time the paladin fails to
the ability of the party to stop evil or has to leave a dungeon
vanquish Darkness). without vanquishing all the
Darkness, they lose 1 faith. Faith
If a Paladin’s faith is ever 0, they also decreases like normal for a
can no longer adventure and
resource.
must retire.
Testing Faith
Religious Warrior A Paladin can test faith to restore
A Paladin adds their faith to 2d3 Lifeblood, spread out however
their melee damage. they wish among allies.
A Paladin can test faith to take an
Armor of Faith extra action on their turn.
Paladins gain bonus reduction
A Paladin can test faith to add +1 to
equal to their Faith. the Party’s Light rating.
DARK PALADINS
15
CULTIST
Cultists are often found in dungeons.
While normally viewed as the ene- Cultists
mies of Tombpunks, they can become
temporary or even long-term allies,
though eventually the aims of the
start with:
two groups invariably diverge and
turn into conflict.
Lifeblood:
equal to
Might +8
Courage 2
Coin 2
Will 5
16
Cultist attacks do
1d6 + darkness DARK MAGICK
damage A Cultist can cast spells. They make
a Will Test, and choose one of the
following effects:
INTIMIDATE: A number of enemies
equal to the current Darkness rating
SHEEP IN WOL of the location flee, attempting to
F’S
CLOTHING leave the Cultist’s presence with all
due haste.
When a Cultist is CURSE: The target of the spell
attacking an enemy who immediately suffers damage equal
resides in the dungeon,
they gain Advantage on to the current Darkness rating. This
their attack tests. damage ignores Reduction.
17
GUNFIGHTERS
Gunfighters
Gunfighters are among the rarest
professions in the land. The cost
start with:
in coinage of maintaining their
signature gear compels them to
make a living the hardest way
possible: by violence and raiding.
The lifespan of a gunfighter is
naturally short, and it’s rare that
Lifeblood: a group might meet one (though
not impossible, especially where
equal to great wealth is at stake.)
18
Gunfighter attacks do
1d8 damage
FIREARM
TRAINING
with a
Gunfighters start
“Have gun,
gun
pistol, rifle, or shot
(see page 29). This
st
firearm does not co
will travel”
te r
Coin. The Gunfigh
of the
must choose one
following benefits:
You may never join a
Pistoleer: Your pistols gain group or work with
Brutal +1. another Gunfighter. If
you encounter one, you
Sniper: Your Rifles gain must make a Courage
Armor Piercing +1. Test. If you cannot
make a Courage Test,
Crowd–Control: Your you must challenge
Shotguns gain Defensive 1. that Gunfighter to
a shootout (usually
resulting in at least
one death).
ntasy.
li ke g un s in my fa ing
I eth
adds som resting
I think it n d inte
ue, a
cool, uniq rd and sorcery
wo
about it . S re like
c k powder a .
and bla jelly
utter and
peanut b
19
THE
MOUNTEBANK
Mountebanks are un
Mountebanks
common in
the world of Tombpu
nk. Grifters,
con-artists, lesser ma
gicians, they
are of ten considered
start with:
soft and
unsuited for the harsh
realities of
dungeon crawling ec
onomics.
However, to assume such is a
mistake, for Mountebanks are
social assassins, wielding language
as precise as the sharpest knife.
Coupled with their limited magical
Lifeblood:
training, a Mountebank can be an equal to
invaluable member of a team.
Might +6
Courage 2
Coin 4
Will 3
Abilities:
T,
CON ARTIS
Mountebank attacks do R ACTING PATTER,
DIST
1d6 + Will an d
damage ING
TRICK CAST
20
TRICK
Distracting CASTING
A Mountebank has limited
21
THE
FI REBRA N D
Firebrands are revolutionaries, rabble-rousers, and agitators
who work to overthrow the feudal lords who rule over the
lands of the world. They loathe the oppressive nature of the
economic system they are stuck in and see raiding the tombs
for wealth, goods, and magical items as a tool to fuel their
crusade against their authoritarian overlords.
The economic macro-game
in Tombpunk deliberate weights the
game towards the Lords who rule over
the land, and as such Firebrands are in a
position of disadvantage. The Firebrand
is a more ‘narrative’ class, where their abilities and
the rules around them are more subject to rulings
from the Narrator than hard and fast rules from
the game.
23
THE
NECROMANCER
Necromancers are often What necromancy does is bind the
found in dungeons, selling intelligences of spirits of nature
their services as mystical to a biomechanical apparatus that
mercenaries to forces of evil.
Contrary to popular belief, grants them corporeal mobility
necromancy isn’t inherently where they would normally have
based in evil magicks (though none. Basically you stick a nature
one could be forgiven for spirit in a corpse, and boom.
thinking it is). Popular myths
Undead.
tell us that necromancers
imbue the remains of those This binding takes place as a pact,
who’ve passed on with an
a mutual consent where the
unholy semblance of their
former life and intelligence, nature spirit allows itself to be
cursing them to rise again as bound to the corporeal form. A
less than they were. necromancer views the remains
they use as nothing more than a
That’s boring. And pre-assembled marionette, just
what’s the
point of ma gick th
at ever yone waiting for something to start
understands? pulling on strings.
curse
The necromancer can
friend’s skeleton shambling
towards you, rest assuring the
intelligence blazing in those eyes
is something even more inhuman.
curse an enemy as
an action. The next And like your best friend, it
action the enemy takes probably wants to eat you.
has disadvantage. This
is ma gick, and should be
treated as such.
cers st
man o
Necro sily the m he
e a i n t
are ss
x cla h caution.
p l e
com Use wit
.
game
24
Necromancer attacks
do 1d4 + Will RAISE DEAD
The necromancer can
make
damage a Will Test and chose
one of
the following effects:
Necromancers Raise
start with:
Skeleton
The necromancer raises a
skeleton (page 42). If the
necromancer sacrifices a
point of will, they can apply
a weapon quality to the
Lifeblood: skeleton. The necromancer
must have access to a
equal to skeleton to use this effect.
Courage 4
a zombie (page 43.) The
necromancer must have
access to a corpse that
Coin 2
has not fully decomposed
into a skeleton for this.
25
COMMAND
THE DEAD
The necromancer raises undead
, but the undead will do nothing
necromancer doesn’t command if the
them. As an action, the necromanc
can issue one of the following com er
mands to the undead they raise:
ATTACK TASK
One of the dead the The dead moves to accomplish
necromancer has raised will a single task (pick something
attack a single target. They up, push a button, etc.) that
will continue attacking until the necromancer has set them.
that target is dead. Ghosts can’t do this command.
GUARD MOVE
Anytime the necromancer
would take damage, an Skeletons and zombies will simply
adjacent raised dead instead stand there, unwavering until they
suffers the damage. Ghosts decay to nothing unless commanded
can’t do this command. to move. Ghosts sort of hover, just
looming until commanded. This
command tells them where to move
WORK and they will make all reasonable
The dead work towards a haste to get there (they’re very
task the necromancer has slow…don’t expect much.)
set them. This must be
mundane, physical labor
and only skeletons and
CONSULT
zombies can do it. They This command can only be done
are incapable of finesse or with a Ghost. The ghost will do
artistic work, instead being their best to answer a single
suited only for the most question about a topic they might
brutish of labors. know (roll a d6, on a 5-6 they can
answer it.)
26
WEAPONS
Weapons are defined by qualities, not damage dice
(as damage is tied to class).
Where a quality has an “n” value, you may increase
the value of N by +1 each time you take that quality.
Each character starts with a weapon with
one quality, except the warrior, who has two
weapons with one quality or one weapon with
two qualities.
Because damage is tied to class, the type of weapon
(sword, spear, battleax, etc.) is primarily for the sake
of flavor, with one exception: whether the weapon is
ranged, for use at a distance, or melee, for use in close
combat. Ranged weapons, such as bows or crossbows,
automatically begin with the Reload 1 quality.
27
WEAPON QUALITIES
Armor Piercing N Light
The weapon ignores N points The Character can use either
of Reduction (see Armor on Might or Deftness to attack
page 30). with the weapon.
28
Sanctified
This weapon adds the Character’s FIREARMS
Will to their damage roll when If one wishes to acquire a firearm, it costs
attacking undead, demons, or evil 2 Coin, immediately (simply lower your Coin
creatures. by 2). After every adventure, you must
lose 1 coin to maintain your firearm, clean
Thrown and repair it, and acquiring black powder
This weapon may also be used to and shot.
make Ranged Attacks and Tests
Might (instead of Deftness).
Pistol
Two-handed (Drawback) A pistol is a Light, Reload 1
The Character must use both hands ranged weapon. It either has
to properly wield the weapon. Armor-Piercing 1 or Brutal 1,
Taking this quality grants the chosen at character creation
weapon one additional quality. (or when purchased.)
Rifle
Unwieldy (Drawback) A rifle is a Reload 1, Versatile
This weapon imposes Disadvantage ranged weapon. It gains
when it is used. Taking this quality Reload +1 (allow you to fire
grants the weapon one additional twice without reloading)
quality. or Light (representing a
carbine-style rifle), chosen
Versatile
at character creation (or
purchasing).
Even though the Character may
wield the weapon with one hand, if Shotgun
you use two hands it upgrades the A shotgun is an Armor-Piercing
damage die one step. 1, Brutal 1, Reload 1, Two-
(For example, a d8 damage die Handed, Unwieldy ranged
would become a d10, and a d10 weapon. It gains Reload +1 or
would become a d12.) Defensive +1 (representing the
intimidating power of a close-
range shotgun.)
29
Treasure Points
As Characters explore Tombpunk,
COIN
Money in Tombpunk comes
they discover items, loot and from local regions, nearby
treasure. These are represented by
countries, or further.
Treasure points.
We use the term Coin to
Each treasure point can be “sold” refer to your resources
to generate 1d3 points of Coin. to simplify the game, but
These points of Coin can be spread
you might use the copper
between Characters in order to
increase their Coin resource. grosh, the silver aspri, the
gold florin, and electrum
Alternatively, each point of guilders—though the truly
treasure can be spent to add a new
rich might have even more
quality to an item if appropriate
crafts people can be found. coin or esoteric ones.
Plus, it’s not like you’ll
live long enough to see
much past grosh anyway.
ARMOR
Armor provides Reduction.
Light armor provides one
point of Reduction, medium
OTHER GEAR
Any other piece of gear should
armor provides three, and serve a narrative purpose and be
heavy armor provides five, adjudicated by the Narrator as
and a shield gives +1 to the appropriate. A character can carry
Character’s total Reduction.
a number of pieces of gear equal to
However, heavy armor
imposes Disadvantage on all
their Might.
Deftness tests, and medium
armor imposes Disadvantage
on any Deftness tests related
MOVEMENT
to movement, agility, or
speed.
& TRAVEL
A character can walk 8 miles
Characters using a shield a day, ride a horse for 24
can’t use a two-handed miles, or sprint a number of
weapon. However, they might
yards equal to their Deftness
live longer, so it’s up to you
if it comes up!
what you want to do with
that information.
30
How To Play The Game
Once your Character is made, you can start
playing! There are two ways to play the game:
as a one-shot, or as a campaign.
wraps up in one
in g a on e-shot, the game
W he n pl ay limited scenario
en in g (m ay be tw o), and you play a
ev ovie.)
ke a stand-alone m
with a fixed goal (li
a linked series
a little longer, with
A campaign goes rrative arc (like
rm a complete na
of sessions, that fo
a season of TV).
got. Play
t breakdown we’ve
That’s the simples
.
however you want parts of
some key
k about want to
Let’s tal u’r e going to
the game
yo know.
31
saves
XP & Leveling
Saves
a
Tests o re normal
r Reso At t rib
i f t he u u te
Chara rce Tests th o r get XP
in
c te r fa a l
ils, ha t,
a n eg ’t le v e
a
Chara tive ef fect ve You don mbpunk.
cter. U on t he To .
or a s
pell a sually a t ra t tr y n ot to die
Saves llow p Ju s
are de for a save
termin .
t he Na e
r rator. d by
E A N D WI LL
R AG
USING CO U FEARSOME
PANIC FOES
If you are confronted with a
Every time an ally is dropped to foe that has more than 25
0 Lifeblood, you must make a lifeblood, you must make a
Courage resource test. If you have Courage resource test. If you
0 Courage, you have Disadvantage have 0 Courage, you have
on your next action. Disadvantage on initiative
HORRIBLE SCENE against them. You must test
If you’re confronted every time you confront that
by a horrible scene of foe.
unearthly import (the RULE:
aftereffects of the ritual OPTIONAL
of an evil cult, etc), you
must make a Will resource FAME
test. If your Will is 0, you Wanna be famous? Cool.
flee the scene. Here’s a new Resource called Fame.
It starts at 0. Every time you clear a
RESISTING Dungeon of Darkness make a Fame roll.
MAGIC If you have a Mountebank in your group,
add +1 to the roll. If you roll over your
If you get struck by a current fame, you gain +1 Fame.
magic effect, you can
make a Will test to You can use Fame resource checks
negate the spell. to influence people in the world you
meet. If you want to get someone to
do something for you, make a Fame
resource check. Remember, all resources
cap at 5.
32
DAM AG E & DYING
ic (like If a Character is hit in
Healing mag combat, they take damage.
d or
the Shepher (The attacker rolls damage
av e) can
Ritualist h dice; the target loses that
fe b lo o d , or
heal Li n much Lifeblood.)
r ca
the Characte per
e o n ce
just use th t
li n g eff ec
day hea
,W . il l)
(see page 4
o nce per
After that
it y is used, If a Character go
day abil es to 0
better Lifeblood, they m
though, you ust make
e a Grit Attribute Te
hope you hav ealing st every
it h h time you take an
someon e w action. If
u ’r e in the Character fails
magic , o r yo , they die
after resolving tha
trouble. t action.
Combat
To attack with a weapon, make a Might Attribute Test. On a
success, roll damage (determined by class and any modifications
from the qualities on the weapons or spell).
The target loses that much Lifeblood (minus any Reduc tion from
the armor if they’re wearing armor).
the
When a Charac ter is attacked, the Narrator rolls a d12 against
Charac ter’s Deftness.
If they roll higher than the Charac ter’s Deftness, the enemies
succeed— you’re hit!
Then, while the Narrator rolls damage, you check your armor and
hope you don’t die. If the Narrator rolls equal to (or lower) than
the Charac ter’s Deftness—you’re good. They missed. (Lucky you.)
33
DU N G E O N
ECON
a
BEING AN
d
BLve
OWn
S t
.ur e r 101
In the world of Tombpunk, it cos
ts a non-landowner
die in the gutter.
one Coin a week to not starve and
34
You can scrounge enough to not starve, and you have a
roof (probably with some holes) over your head.
But you’re probably eating bugs, refuse, and scrawny, tough meat.
Then, the lord always takes one Coin a month in general
taxes (from everyone). Even if you only make one coin that
month through farming, your lord is taking it.
Keep some money and food squirreled away.
If you want to make it, you’re gonna have to get out there,
earn fortune and fame at the edge of a sword.
Good on you. You’re probably gonna die soon, but at
least you’re trying to get it together and improve your
lot in life.
An average dungeon delve pays you 1d3 Treasure points. That
means at most, you can get nine coins from a dungeon.
Tax of one coin a month.
Oh, don’t forget the Adventurers’
ry weapons, salvage
You gotta pay for the right to car
designed to keep you
permissions, and various legalese
threat.
poor enough you don’t become a
Meanwhile, your lord is sitting in their castle, ruling 300
farms, and netting 300 coins a month, before they collect
and charge the Adventurers’ Tax (and your lord is probably
spending a third of their income on guards).
Let’s recap:
• One coin a week to not die.
• One coin a month in Adventurers’ tax.
• One coin a month to the lord.
• 1d3 Treasure points per dungeon (1d3 Coin per
Treasure point).
36
DUNGEONS & TRAPS
Secret Door rules are simple. It takes a successful Grit test to
discover and open secret doors.
Traps are pretty easy to handle. The Narrator simply decides
what the trap does (damage, poison, time-travel, etc.), and
makes the character who trips it make an Attribute Test.
To notice a trap, a character must be actively looking for one. A
successful Grit test will locate a trap, and a successful Might test
will disarm it. If a character fails to disarm a trap, they are hit by
the trap and suffer its effect.
Use the following guidelines to determine which Attribute to
Test when a trap springs:
Deftness for jumping out of the way, dodging something, or
similar.
Might for catching something, pushing, pulling, or physically
applying force to resist.
Grit for poisons, gasses, holding your breath, and mental attacks.
The Narrator knows which traps are in the dungeon and will let
you know if you spring one.
37
SAMPLE TRAPS
SPIKED PIT TRAP: Everyone who steps on the weighted
floor plate that covers this trap must make a Deftness test.
If they fail, they fall into the pit trap, suffering 1d4+3 damage.
ROTATING STATUE: A series of rotating and
arcane statues occupy various places throughout
dungeons. When a character moves within a few
steps (3 yards/meters or so) of the statue, it turns
to face the character, and fires an arcane bolt
at the character. The Narrator rolls against the
characters Deftness. On a success, they deal 1d8
damage. The statue can only fire its bolt once every
2d3 actions (which generally gives adventurers
enough time to disarm the traps.)
38
ENEMIES
Here is a bestiary and list of enemies— things you can fight
in dungeons as you try to make your lives better. Don’t die.
So, yeah. The world sucks, but Chaos will make it a lot
worse. But cuz all these chaos jerks are in dungeons (where
better to do evil, nasty rituals?), you can kill two birds with
one stone (or two goatfolk, I guess).
save the
Kill some Chaos,
Coin, upend
world, get some
, and throw
the social order
overseers.
down your damn
39
Enemies and M
ovement:
I treat movemen
t the same in ev
speed of plot . Ho ery game I play
nestly, people an : at the
and as far as yo d enemies move
u need them to. as fast
move quickly, I When someone
generally have has to
just in time, or ju them roll to see
st too late. Those if they arrive
speeds that mat are the only two
ter to me. narrative
As I mostly run
my games in th
the distances ar e theatre of the
e described as: mind, so
attack you this “close enough to
turn” or “far en close and
get to you.” ough it’ ll take a
few actions to
That’s it. It’s not
fancy, it’s enough
to play.
If you need som
ething more deta
10 yards (30 feet iled, just let ever
or 6 1” squares yone move
fussed about m on a grid map.)
ovement. I’m not
Choose what you want. I don’t like writing stats I won’t use much,
so using character attributes to resolve everything other than
attacks is kinda assumed in the game, even if it doesn’t always
make sense.
40
GOATFOLK f o lk r o ll
a l 1 2 on a
s a nat ur or m a n
n
CULTISTS OF CHAOS
LIFEBLOOD: 10
ATTACK: DISADVANTAGE
NOTES: Cultists of Chaos always
DAMAGE: 1D6 (KNIFE/DAGGER)
have a few goatfolk around them,
e who
and often are led by a theurg
can cast magic. They also are kinda
smelly and dirty.
THEURGE OF CHAOS
LIFEBLOOD: 18
ATTACK: STANDARD
DAMAGE: 1D6 (KNIFE/DAGGER)
NOTES: A theurge can cast magic. This takes whatever form
the Narrator wants, but generally theurgic Chaos magic does
1d8 damage (roll above Deftness to hit a target) or can impose
Disadvantage on targets (roll above the target’s Will).
MARILITH
LIFEBLOOD: 60 NOTES: Marilith
s ar
ATTACK: TWO ATTACKS WITH
and as such, they e demons,
ADVANTAGE, OR SIX WITH are pure
embodiments of
DISADVANTAGE. Chaos. They
have LOTS of wea
DAMAGE: 2D8 (VARIOUS pons and will
use them to poke
WEAPONS) holes in you. A
lot. They’re real
ly good at it.
41
SKELETONS
LIFEBLOOD: 6
ATTACK: DISADVANTAGE
DAMAGE: 1D6 (KNIFE/DAGGER)
NOTES: Skeletons are undead. You
can find them any where you can
find necromancers. Sometimes
skeletons have weapon qualitie
applied to them (more powerfu s
l necromancers can do this). Tha
how you get burning skeletons (or t’s
sundry other types).
HYDRA
NOTES: Hydras gain a new head
every time they take 10 damage.
This new head grants them a
LIFEBLOOD: 50 new attack. Hydras always have
ATTACK: DISADVANTAGE 5 heads when first encountered
(ONE PER HEAD) (excess heads eventually fall off,
DAMAGE: 1D10 (BITE) about one head per week). They
also regenerate 5 Lifeblood at the
start of their Turn until they’re
back at their maximum.
42
ZOMBIES
LIFEBLOOD: 12
ATTACK: STANDARD.
DAMAGE: 1D4 (CLAWS/BITE)
SPECIAL: Zombies are undead.
They have Reduction 1 and are
immune to disease, poison, and
mind-affecting abilities. If they’v
eaten at least a pound of dead fles e
h in the last day, their Reduction
3 instead. is
GHOSTS
LIFEBLOOD: 4
ATTACK: STANDARD
DAMAGE: -
, a
SPECIAL: As an action
SPECIAL: Ghosts can’t be harmed il. All wh o can
ghost can wa
by weapons unless they are If
hear it must test Courage.
sanctified/holy, or the attacks ge is no w 0, the y mu st
Coura
are fully magickal (spells, etc.). er
flee immediately or suff
However, ghosts cannot interact e on the ir ne xt
disadvantag
with the mortal/physical world s.
two action
either and can only haunt and wail,
(which is disruptive in its own
right.)
43
PUMPKIN GOD
LIFEBLOOD: 31
ATTACK: ADVANTAGE
DAMAGE: 2D10 (CLAWS [MELEE ATTACK]
AND VINES [RANGED ATTACK])
GHOULS
LIFEBLOOD: 20
ATTACK: STANDARD
DAMAGE: 1D8 (CLAWS AND TEETH) + CURSE
they
SPECIAL: Curse. When a character takes damage from a ghoul,
their Courag e is now 0, they die in
must make a Courage check. If
1d8 days, raising as a ghoul 1d4 days later.
SPECIAL: Ghoul- Madness. Ghouls are afflicted with a strange
curse on themselves, where they only see the world through deeply
warped eyes. Ghouls see themselves as righteous warriors, recov-
ering lost treasures in the name of some god, secreting them away
in service of some divine plan…
SPECIAL: Ghouls are Undead. They have Reduction 1 and are im-
mune to disease, poison, and mind-affecting abilities (other than
in
Ghoul- Madness). If they’ve eaten at least a pound of dead flesh
the last day, their Reduc tion is 3 instea d.
on
SPECIAL: If you slay a Ghoul, you will immediately find 1d3 Coin
its person.
44
CYCLOPES
LIFEBLOOD: 60 Choose one Trait for your Cyclopes,
ATTACK: STANDARD to represent their place in the rigid
DAMAGE: 1D12 Cyclopean society.
(CYCLOPEAN SWORD)
45
CYCLOPES
TRAITS:
Seer:
War rior-bor n:
Reduction
This Cyclops can see the
ins
This Cyclopes ga future. They can cast
astercrafted
6 due to their m spells as a Shepherd
s a Cyclopean
armor, and wield does, and can reroll
s Brutal 1 and
Sword that gain any die result once, any
1.
Armor-Piercing number of times per day.
This Cyclops is usually
accompanied by 1d3
Forgem aster: Warrior- Born Cyclops as
well.
This Cyclops ca
n craft great st
attacks gain B ructures and ar
rutal 2 and they tifices. Their
or item they cr ga in Reduction 3,
aft is of greate and any struct
most others. Th r renown, impo ure
e final effects rt and value th
generally fort ar e in the hands an
ifications are ha of the GM, but
to escape, and rder to break,
all items crafte prisons are ha
gain two weapo d by a Forgemas rder
n qualities of th ter automatical
e Foragemaste ly
r’s choice.
Dark:
You can apply this Trait to any Cyclopes that has another
Trait. This Cyclopes is a magic-eater, and cannot be affected
by spells. Any magic-items that strike them immediately lose
their enchantments forever, and they cannot be detected,
scryed upon, or tracked using any sort of magic or special
effect. Additionally, they look dramatically different, having
horns, scales, and other strange demonic mutations that set
them apart. They are often found leading bands of cultists,
rogue Cyclopes, or other such followers.
46
HIRELINGS
You can hire Hirelings a
re prett y
C o in
useful.
per month
for each
oin at
n e lose this C
It costs o
someone to ve (y o u
ou ha must
Hireling y ), and you ey
e n d o f the month e m if th
the with th
help you! sh a re y o u r treasure
ny you on
ad ve ntu re s (they
nture).
accompa a C o in per adve
e e x tr s
take o n n attribute
o n ’t h a ve their ow a ‘6’ in
Hirelings d (assume they have
es to roll,
or resourc you need
a tt ri b u te, and if ).
every st that 6
d12 again
just roll a
RANDOM GENERATORS
Here are some random generators to help out your Tombpunk play if
you need them. I’m a firm believer that tables should not be used in
game so use them between sessions, not at the table. If you need to
make a ruling at the table, just make a ruling and keep playing.
47
TABLE 1.1: ROOM CONTENT GENERATOR
1d5
roll Result
1 Roll on Table 1.2 - Sounds
48
TABLE 1.4: FURNISHINGS
1d12 RESULTS
roll
1 Broken tables and chairs are strewn and littered around the room.
Signs of a fight are everywhere.
6 Broken open and cracked chests are piled in this room. You might
find 1 coin if you can search (Grit attribute roll.)
7 An alchemy laboratory occupies this room. You can find one potion
that might be useful (roll a 1d3 and compare it to the list of three
on the Ritualist entry)
8 A fountain with clear water, but dozens of floating dead fish. The
fish look recently dead, but the room is dusty and cobwebbed.
10 Weapon racks full of broken weapons adorn the walls of this room.
Perhaps if you look hard enough, you might find something here.
49
TABLE 1.5: TREASURES
1d8 RESULTS
roll
1 Family Sword of House Immerghast: Grants advantage and Brutal
3 on all attacks. Wielder takes 1d3 damage that ignores reduction
every time they strike an enemy with it.
3 Mirror Shield: Anytime you suffer an effect from magic, the user of
the magic (caster, wielder of a magic item), suffers half the effect
you suffer.
8 Lucky Coin: When you spend this Coin, it always comes back within
2d6 days. You only lose the coin if you pay it to someone in a posi-
tion of authority.
50
TABLE 1.6: INDIVIDUALS
1d4
roll RESULTS
1 Rival Adventurers! Can you work
s this end in
together or doe
bloody violence.
ONS
TABLE 1.7: ROOM CONNECTI n out
a d10 for each connectio
nections out of it. Roll
Each room has 1d3 con a ‘2’ or ‘3’ it’s locked .
tion is hidden/secret. on
of it. On a ‘1’, one connec
1d6
roll RESULTS
1 Doorway to a stairwell (up or down as you need.)
r 1d3 rooms.
2-3 Doorway to a hallway/tunnel that connects to anothe
51
TABLE 2.1:
LOCAL
Other
LORD PERS
ONALITY
1d6
Random
roll RESULTS
1
Generators
Cruel and Gre
edy
2 Apathetic an
d whimsical.
You might find these
generators useful
3 Militant and
Ambitious
if you have to whip 4 Violent and ar
something up bitrary.
5 Kind, but hidi
ng great evil.
6 Insane and Lo
ving It
3 Whiskey n’ Water: A local sailor’s dive bar. One can always find a
smuggler or two in this place.
4 The Flying Swine: A popular local pub and tavern with an inn
upstairs.
8 Cloak and Stagger: A drinking hole where you might never make
it out if you’re not careful.
52
CmHagAiOckS
OPTIONAL RULE
53
magick
When
goes awr y
When a Ritualist is casting a spell
in a locale touched by chaos
magick, there is a risk of the
spell getting fouled up.
When the Ritualist makes their Grit
check to cast a spell, they compare
the die result of their Grit Check to
the table below, using the current
Darkness Rating to determine if their
spell goes awry. If the Grit Check
Result is equal to or less than the
number shown in the Chaos Magick
column below, they must roll on the
Chaos Magick table, replacing the
potential spell effect.
CHAOS MAGICK
1-3 1
PROBAB ILITY
DARKNESS RATING
54
chaos magick effects
The spell effects of the Chaos Magick are deliberately dark, painful and cruel.
Chaos Magick only occurs in darkness, places of evil, and havens of terror. It
takes a brave soul to utilize sorcery in a Chaos Magick-tainted locale.
A caster may always lower their Courage by one to avoid rolling on the Chaos
Magick table. Instead, their spell just fails.
3 The spell fails. The caster of the spell screams, as their eyes erupt with
blood, pus and bile, streaming in tears of disease from their face. They
lose their next action or turn. However, after that lost turn, their eyes
have been replaced with dancing green candle flames, flickering in the
now bloody and reddened sockets. They can see perfectly in the dark,
but suffer Disadvantage on any Tests made while the caster is in bright
daylight.
4 The spell goes off as intended, but the Caster must spend 1 Will or lose
3d3 lifeblood
5 The spell fails. The intended target of the spell becomes wreathed in
dancing purple and pink flames, granting advantage on all attacks made
against them.
6 The spell fails. The caster’s fingers on their (d6: 1-3) left or (d6:4-6) right
hand, fall off, leaving only bloody stumps. 1d4 days later, new rusted
iron talons grow there. These talons are a Brutal 2, Armor-Piercing 1
weapon. However, if the caster doesn’t kill something sentient with
them once per day, they will rust and fall off, leaving the caster with only
one hand.
7 The spell works. The caster’s hair falls out and bright teal feathers grow
in it’s place. This is permanent.
8 The spell fails. 1d3 goberries appear, agreeing to serve the caster for
3d3 days as best they can. After that, they flee, stealing 1d3 coin from
the caster.
9 The spell works as intended, but the caster can no longer gain succor
from food that isn’t bloody, raw meat.
55
2d12
roll CHAOS MAGICK EFFECT continued
10 The spell fails. Instead, the target of the spell is teleported to a location
1d100 yards away, in a random compass rose direction (use a d4, as-
signed to the four points of the compass to determine if need be.) This
cannot cause the target to die, instead, they will be deposited in the
safest place near their random destination.
11 The spell works as intended, but the caster finds their life-force drained.
They become sunken and gaunt. almost corpse like in their appearance.
12 The spell works as intended, but the caster loses 1 Might and 1 Deftness
permanently and a random ally of the caster gains a +1 to Might and
Deftness.
13 The spell fails, but the target’s blood becomes acid, dealing 1d3 life-
blood damage every turn to them, until they die in horrible agony.
14 The spell works as intended. However the caster suffers from painful
visions of an apocalyptical future, their vision being overlaid with scenes
of death, decay and a world devoid of life. Whenever they look at
everything, they see the worst possible future for it. Friends and allies
appear as the darkest, most corrupted versions of themselves, buildings
are decaying and sand-swept, and the world is cloaked in ever-present
flame and smoke.
15 The spell fails and time slows down, stretching out for the caster. The
caster may immediately take three actions that cannot be casting spells
or making attacks.
16 The spell fails. The intended target of the spell regains 2d3 Lifeblood
and may immediately take an action.
17 The spell fails. However, the target automatically dies, exploding into a
shower of blood and gore covered goal coins worth 2d3 treasure. How-
ever, this treasure is cursed (Narrator’s discretion as to what that means.)
18 The spell fails. A cursed spectral sword appears, attacking the caster
with Advantage and dealing 2d4 damage. It makes one attack and then
vanishes.
56
2d12
roll CHAOS MAGICK EFFECT continued
21 The spell fails. However, the intended target sprouts an extra limb,
causing them to suffer 1d4 damage and collapse to the ground in pain
for one turn.
22 The spell succeeds, but the caster knows that somewhere in the world,
an innocent soul is destroyed due to the spell working. They must live
with this guilt.
23 The spell fails. The caster’s limbs become hobbled and emaciated,
functionally useless. They no longer may walk or carry items, instead
requiring assistance. However, they are functionally immortal. They may
never be reduced below 1 Lifeblood, and any spells they attempt to cast
automatically succeed with no dice roll needed.
24 The spell goes off as intended, and the caster gains +2 Will.
5 Shadow-hunted. Your shadow seeks to kill you. Roll a d10 at the start
of every session. On a ‘1’, your Shadow will try to murder you at some
point during the session. (The Narrator will figure out what this means.)
6 Emerald Eyes. Your eyes become glittering emeralds worth 2d3 Treasure
apiece. Everything looks green, and you will likely be killed for your
eyes. While you have them, you can see perfectly in the dark.
7 Blackened Steps. Your feet scorch the earth, leaving blackened and
burnt out footprints behind you. You’re every easy to follow.
57
2d12
roll CHAOS MAGICK EFFECT continued
8 Nectar of the Gods. Anything you drink tastes like the juices of heaven.
You crave it, constantly. Before you take any action, roll a d12. on a ‘1’,
you must stop and drink.
9 Phaseskin. You randomly phase and become incorporeal. You may spend
an action to try to phase through walls or doors. Roll 3d4. On an even
result it works. On an odd result, you suffer damage equal to the 3d4
die total.
10 Jealous-Youth. If you meet someone younger than you, you must test
Will. If your Will goes to 0, you must attack them.
11 Fire-fear. You are deeply afraid of fire. If you encounter a flame larger
than a candle, you must test Courage. If your Courage is 0, you must flee
the fire.
12 Raspy Voice. Your voice becomes coarse, raspy and grating. You suffer
Disadvantage on any social tests or tests based on interaction.
13 Your entrails swell, becoming gorged with beetles, worms and grubs.
You can only subsist on rotted and decaying meat and vegetation. If you
cough or vomit, creepy-crawlies come out. You have a ‘1 in 12’ (1 on a
d12) chance of coughing or vomiting once in each social interaction.
15 Strange antenna grow from your forehead, making you appear more
crustacean like. Each chaos magick effect that impacts you causes this to
accelerate.
16 Weeping Tar. Your tears become hot boiling tar. This doesn’t harm you,
but you can’t stop crying due to the effect.
18 Acid Rain. When it rains within one mile of you, the rain is instead acid
rain, dealing 1d10 damage to anyone caught outside (each round they
are outside.) There’s a 1 in 12 chance it will rain any given day (The Nar-
rator can adjust this as they see fit.)
58
2d12
roll CHAOS MAGICK EFFECT continued
19 You become very twitchy. you have a 1 in 6 chance of dropping anything
you’re holding at a random time. (The Narrator will call for this check 2d3
times per session….)
20 You grow coarse fur on your flesh, becoming like a canine or feline. Each
chaos magick effect that impacts you causes this to accelerate.
21 You are immune to any and all diseases, but anyone you come into
physical contact with has a 1 in 12 chance of catching a fatal disease and
dying within 1d4 weeks.
22 You lose one finger and toe on each hand and foot. This is randomly
determined (use a d5.) These lost fingers and toes crawl after you, fol-
lowing you wherever you go. They cannot die or be destroyed and often
show up, just lurking near you.
23 You grow a third eye, in your throat. This eye can only see the future,
and sees the worst possible blasted landscape and outcome for every-
one and ever action taken. Every day, you must make test both Will and
Courage when you awake.
24 Chaos-Blessed. For each chaos magick effect on you, you gain +1 Dam-
age and +1 Lifeblood. This is permanent. If you roll this result twice, you
die in an explosion of chaos magic, blood, and guts.
59
ANCESTRIES &
CULTURE
Tombpunk assumes
(OPTIONAL RULES)
you’re a human, but
Dwarf
what if you’re not? What
if you’re an elf, dwarf or
halfling?
n. You
If you want to play You gain Dark-Visio
for
a character of a
also age one year
nonhuman ancestry, ars.
here’s what you do. every 10 human ye
First, pick your ancestry
and gain its benefits.
Halfling
Elf
You gain Low-Light
You gain Small Stature. You gain Vision. You also age
Advantage on Deftness Tests one year for every 10
related to squeezing into spaces, human years.
fitting into spaces, or sneaking.
You age like a human (poorly).
60
NEXT, PICK YOUR CULTURE
This choice represents an over whelming
influence on where
you grew up, and while you can be at odds
with your
culture, ever yone does pick up some life
lessons from their
environment. (If you’re using these rules
, let the human
characters pick a culture too.)
Militant Law-Abiding
BENEFIT: Pick a weapon. BENEFIT: Once per day,
Once per day, you can reroll you can double your
damage with that weapon. damage against a Chaos
creature.
Religious
BENEFIT: Once per day, you Knowledgeable
can reroll a failed Will test. BENEFIT: Once per day,
you can make a Grit test to
Mercantile see if you know something.
BENEFIT: Once per day you
can re-roll a failed Coin test. Your Narrator might create
new cultures, based on
environments, conflicts, or
Magical more. Whatever they do, just
BENEFIT: Once per day, you have fun and don’t be a jerk.
can cast a spell as though
you were a Ritualist. If you
already are a Ritualist,
once per day, you gain
Advantage on a single spell
casting attempt.
61
The Northern Provincials
The Northern Provincials is my default campaign setting
for Tombpunk.
It features a proto-Renaissance style setting , inspired by where
the Iberian
Peninsula meets France. Religious conflicts, dark cults, gods,
and monsters
have torn this region apart, and the wide plains and moun
tain fields have
long been stained with blood.
62
Castille
A coastal northern power, the massive city
of Castille
was founded after a nomadic horse-tribe
was led by their
knightly warlord to this region of the coas
t, where they
settled on the plains between the ocean and
the forested
mountains. Etching out a new city on the
wide plains, the
Castilli took swiftly to urbanized and mer
cantile life.
Famed for their horse herds on the plains,
as well as their
fast and light coastal ships, the Castilli are
known to be
quick-witted, hot-tempered, and loyal. The
ir byzantine
knife dueling legal system is problematic,
but many famous
amera dela fuaja (mothers of the blade or
female duelists)
have made their living contracting out thei
r services to
those who do not underst and the laws (as
well as baiting
and trapping such fools into various legal
entanglements).
The dry, dust y earth of Castille is owned by
a series of
hereditary ‘Jidagors’; noble lineages who esta
blished a
claim over their holdings generations befo
re and usually in
blood… it is believed by some scholars the
term ‘jidagors’
is derived from Goremarrow, that jidagors
were ancient
followers of the murder god, and their hold
over the land is
maintained through blood.
63
Such hardships mean much of the population is poor,
or itinerant. Many move from one holding to another,
hoping to find a jidagor less brutal and less demanding
than previously. Some of these bands form themselves
into mercenary forces, rejecting the corruption of Castille
societ y in favor of making their own, better world. In this,
they are often assisted by the wandering sorcerers of
Castille—in the hope they might finally be accepted.
64
Vers Toulsegur
Nestled high in the mountains, the religious stronghold of
Vers Toulsegur peers over forested valleys and mountainsides,
where the faith of the Everlasting Sun stands firm. Founded
by religious exiles who fought against the dark Gods of pre-
history, Vers Toulsegur was founded to be a bastion and
fortress against the dark of the world. It is one of the oldest
cities known to humanity, having stood firm against the forces
that wish to subsume free will.
65
Zealots dedicated to the Everlasting Sun seek out heresy,
declaring any form of deviation from the words inscribed
in the Bright Grimoire to be punishable by forced
reeducation in the ways of the light. There are horrifying
tales of the lessons meted out in the Twilight Schools
found throughout the city, all conducted with the tacit
approval of the High Exarch and his coterie of Victors
(those chosen by the Everlasting Sun to preserve the
earth from the primordial gods). The Everlasting Sun, the
great church, and the undying faith is the most powerful
organization in Vers Tolgeur. But only just.
66
Isles of Banishri
The looming threat and blasted wasteland of the Isles of Banishri
is a frequent stopping point for adventurers and tombpunks in
search of wealth.
She has ruled over the isles for at least nine hundred years. She
came to the throne as a child, and simply never left. Never died.
Never even aged. Just grew stranger and crueler, and more
determined to bring the entiret y of the Provincials under her
control. More convinced she was a god. Indeed, at the peak of
the empire’s power, the Ever-living Queen visited those gods, or
god-like beings, inhabiting the world. Seeking to convince them
she was one of them. But such pride seldom lasts long. Soon,
the Provincials banded together, turned against the empire and
the Ever-living Queen, and soon the Isles of Banishri were driven
back.
67
The great edifices of the previous age still stand, but they
decay. Towers of stone, palaces constructed from marble,
all topple into empty streets. Cathedrals constructed in
honor of the Ever-living Queen fall into disrepair. Lines
of the starving fill the forests and the fields beyond the
cities, imploring the nature gods to return and bring their
fecundity back with them.
68
The Religions of the Northern Provincials
There are multiple religions in the Northern Provincials,
though only two are widely accepted as…well, not evil.
69
The Moon Indomitable
The historical faith of the Northern Provincials,
the Moon Indomitable is a complex pantheon
of Saints, Martyrs, and High Ones, all revolving
around the Zodiac Throne high above the world.
70
The Eschatogram
Four prehistoric deities, born of the firmament
of reality, existed long before the world, and
will exist long after. They seek to unmake
reality, reforming it in their image and view.
Whether they might be siblings, lovers, or four
faces of the same entity is unknown. The
Eschatogram is, at its core, unknowable and
undefinable.
Regardless of the truth behind the
manifestation, there are four Gods seen as the
members of the Eschatogram. Their cults are
banned throughout the Northern Provincials,
branded heretical and dangerous, and to
be seen wearing the religion iconography of
one of these gods is to be wearing a death
sentence.
71
GOREMARROW
IRON, and blood
Goremarrow doesn’t commune
Goremarrow is a dark, violent with their cultist s, nor offer
god, born in blood and terror. them any blessings (other
Goremarrow cults are evil than the Consecration laid
beyond the scope of the out below). Goremarrow….
standard cultists in worlds of doesn’t do anything. For a
Tombpunk, reveling in dark god of murder, Goremarrow
rites of bloodshed, torture and is relatively passive. So much
bladed mutilation. so that Goremarrow often
serves as the example used
Their cultists exist to wreak by athetistic or agnostic
crimson paths through society, individuals when discussing the
their idea of offerings to their reality of faith and divinit y.
foul god. Most worshippers of The argument goes thus: if the
Goremarrow are serial killers, God of Murder (a wholly active
violent psychopaths and deadly behavior) is not seeing doing
mad tyrants, using bloody terror anything, then are the gods
to instill fear and loyalty (though real, or just manifestations
most worshippers of Goremarrow assigned to human behaviors
are unaware of who their violent to make the world make
acts feed and support.) more sense? In essence, the
lack of obvious action from
Goremarrow’s origins as a Goremarrow means the gods
God are irrelevant. Most aren’t real!
religious scholars assume the
path to godhood was bloody, Of course, the argument
violent and terrible and that invariably becomes moot
Goremarrow likely murdered when a cultist of Goremarrow
at least one god along the way. knifes the questioning scholar
However, all the way back to in the stomach. Arguments
recorded history, Goremarrow about the reality of
is a god and always the god of religious existence is only as
murder. hypothetic as the behavior of
the followers of that god…
72
Jhakel’slann,
God of Rigid Magicks
and Orthodox Mystery
Jhakel’slann is, as befits a god of mystery, a conundrum
to scholars of the Northern Provincials. Their origins are
shrouded in mystery, simply having existed as a God for a
long period of time. They oversee the mysterious incantations
that bind the spellweavers of Tombpunk together, forging
the invisible chains of eldritch force that keep harmonious
magick in lockstep.
Jhakel’slann is a rigid god. There is no artistry or
innovation in their worship, only ritual, rite and repetition.
Magickal power is not achieved through talent, but instead
it being illuminated through rote incantations, recipes and
crafts. Jhakel’slann’s worshippers believes that secrets
and knowledge should only be obtained by those who can
traverse the modal equations that bind the universe, able
to repeat them flawlessly in their sleep, with the repetition
becoming the foundational knowledge of the purveyors life.
e or
As one might suspect, Jhakel’slann does not grac
them
commune with their cultists, only illuminating
relic -bound rite.
through rote reading of scripture and
of the
Priests and worshippers believe that at the end
The Bound
path laid out through the rites and words of
ge of
Tome of ‘knlnlJahsae lies the ultimate knowled
the
the universe, as well as the deepest powers of
fully guar ds.
sorcerous well that Jhakel’slann so care
73
MEFILLOKTES
Mefilloktes is a difficult
god to define. They are
the god of impossible
coincidences, crooked
GOD OF THE things, and inexplicable
inevitabilities. In essence,
CROOKED PATH,
IMPOSSIBLE
they are a god of things
that make little sense,
which by province of their
overview means they make
COINCIDENCES, no sense.
SADNESS
Mefilloktes is seen as one
AND
of their three-hundred
THE
74
THE D
UNFIN I S HE
GOD
The most horrific of the Eschatogram is the Unfi
believe their deity has yet to arrive fully to the
and enact the Unfinished God into existence.
nished God. The Cults of the Unfinished God
world and reality, and as such, they try to will
However, the mutable nature of change and birth means that each Cult has a different view of
what the Unfinished God should be, and their rituals constantly conflict. This divine confluence
has a dramatic effect on the Unfinished God, who is constantly being killed by competing cults
of the Unfinished God’s own faith, and then reborn in new forms.
Each birth and form is weirdly malformed, adjusted by the unique rites performed, and then
corrupted by competing energies, prayers and magick. The other gods of the Eschatogram view
the unfinished god as somewhere between an errant child requiring instruction and shaping,
or an object of ridicule. They often interfere (usually through their cults) with the aim of either
deforming the unfinished god, or making it cohere to their idea of perfection. This, of course,
tends to make it even fouler and more broken.
75
OTHER FAITHS
The Green Queen
The Queen of Nature, the Green Queen is a mysterious fae found
in woods, lakes, and meadows. She values the natural order, all in its
place. While often assumed to be an enemy to civilization, nothing is
further from the truth, for civilization is part of the natural order.
She is worshiped in small shrines, by woodland folk or rural
farmers, and well-regarded by most. She has four forms, one tied to
each season, and each with a different theme:
Old Sturmfaust
The God of Ancestors, storms, thunder and
lightning, Old Sturmfaust is the patron of druids,
rangers, and other folks who find themselves at
sea or in nature. Old Sturmfaust is the lover of
the Green Queen, though they are as likely to
find themselves in conflict as in romance (and he
studiously avoids her during the Winter).
76
Mechanics for FIREARMS
the Northern Ma ke sure to allow
firearms. While they
Provincials aren’t common, they
are obtainable.
Consecrations
Consecrations are a GM tool that is used to represent the
influence of Gods and Cults on areas and locales. These are
broad effects that apply across the whole space as bound by
a Darkness Rating.
It costs 2 Darkness (i.e.. the Darkness Rating of the location
is permanently two lower) to consecrate a Dungeon. When a
Dungeon is consecrated, there is a static effect that applies
across the space, usually modifying a game rule. Additionally,
other cults and Gods are anathema to the locale and will not
take up shop there.
Consecrations of goremarrow
Cults can enact a consecration ritual to dedicate a space to
Goremarrow. The gory details of these rites are best left
to the imagination, but the effects are ever-present. Space
consecrated tend to be discrete areas (buildings, very large
rooms) and the blood of unwilling participants must be spilled
on a weekly basis to keep the space consecrated. One can
always tell a consecrated area, by its coppery scent, sticky red
ichor and the crazed scarified cultists.
CONSECRATED GROUND
When in a space consecrated to Goremarrow, all damage rolls
gain the Darkness rating as a numerical bonus.
kness
t’s consecrate d to Goremarrow, if the Dar
Example: In a dungeon tha
damage rolls gain a +4 to
their total. This applies
Rating is 4, all anything.
s, player characters, traps,
to all damage rolls: enemie
77
Consecrations of Consecrations of
MEFILLOKTES
Cults can enact a consecration
jhakel’slann
Cults can enact a conse-
ritual to dedicate a space to cration ritual to dedicate
Mefilloktes. The ritual is easy a space to Jhakel’slann.
to enact, yet weirdly exhausting The ritual is long, pre-
and complex at times. One might cise and complex, with
seem to be integrating multiple multiple orations, hymns
competing rituals into one, while and readings overlapping
they all seem to flow togeth- to create a decadent,
er seamlessly. Ritual sites of but pleasing sound that
Mefilloktes are strange plac- illuminates those who
hear it. Such a place is
es, where obvious juxtaposition adorned with tomes of
makes pleasing symmetry, both knowledge, relics of reli-
in architecture, thought, and gious ritual, and after-ef-
action. fects of alchemical and
mystical crafting.
CONSECRATED GROUND
When in a space consecrated CONSECRATED
to Mefilloktes, all enemies can GROUND
always choose to have a die roll When in a space conse-
count as having rolled a result crated to Jhakel’slann,
equal to the current Darkness all enemies can cast
rating (even if their die would spells as though they
be smaller or the number would were a Ritualist and had
be impossible). However, if they the Spells feature.
ever roll a natural result equal
to the darkness rating, they
must lower the darkness rating
by one or raise it by
one (randomize this).
79
Unbeknownst to the current ag
e, the Temple of the Star-
Wound still stands, and now so
mething sinister dreams
of coming through it to the wo
rld. Uncovered by a recent
ex pedit ion lead by a wi zard,
the adventurers are hired
to plumb the depths of the str
ange organic monolith and
discover the truth of the dang
ers within.
nk
nt er of the te m ple/ m onolith is a massive pi
The ce star and
is the heart of a dead
and violet crystal that of the
ace to the homeworld
is used to reach into sp ansported
lin ka ri. If op en ed, the players might be tr
Za ic beast
, a strange alien cosm
to a hostile alien world
en te r, or the Za lin ka ri might invade again.
might
80
G M - L e s s
RULE S A N D
TOOLS
Tombpunk supports
playing solo or without
a GM, and as such, this
chapter contains all the
rules you need.
81
YES NO
The basic tool used in a GM-less session
goal of this tool is to answer questions a
is the Yes/No oracle. The
character (or player) might
have while they are experiencing something
that is occurring in
the fiction. It removes the burden of the
decision from the GM and
moves it to dice.
Look, to put it blunt ly: the yes/no oracle
is designed to replace the
basic job of the GM. Look at that. We didn
’t even need AI to take
our jobs. Some dice did it. Sigh.
To determine whet her something is one
way or anot her, use the Yes/
No oracle. First, ask the question in a “yes
or no” fashion (example:
will my sword break if I try to use it to bash
this tree?) and then
look at the table below. You must choose
the likelihood of the event
happening using your best judgement and
then roll a d12.
So in our example about hitting tree (why
? What did the tree do to
you?), you decide it’s unlikely that the swor
d will break. So you roll
and roll a 8. Well, the sword broke. Less
than 8? It’d have been fine.
Yes/No Oracle:
If the action or event is… Then…
Almost Impossible................It happens on a result of 12+
Very unlikely.........................It happens on a result of 10+
Unlikely.................................It happens on a result of 8+
Fifty-Fifty..............................It happens on a result of 6+
Likely.....................................It happens on a result of 4+
Very Likely............................It happens on a result of 2+
Almost Certain.....................It happens on a result of 1+
Almost Certain
Wouldn’t a 1+ on a d12 be an absolute?
Yup. It would. However, during solo play, rules will come
up that modify the oracle, so “Almost Certain” has a
possibility of being lightly less likely than “absolute”, and
as such, the option is presented. Future proofing!
82
For a more nuanced result, roll an extra
d6 at the same time you roll the d12. A
result of 1 on the d6 means something
is going on, with the result vary-
ing depending on whether the
answer was yes or no. If the
answer was “yes”, a result of
1 would be interpreted as a
potential complication, while
if the answer was “no”, a 1
would mean that there’s a
chance something posi-
tive might happen.
You can use the Com-
plication and/or Ac-
tion & Theme tables
to give you some
ideas of what
happened, if
necessary.
1d6
roll Complication
1 There’s an unexpected event at a good or bad moment.
83
Action & Theme Tables
These two tables are the second key component when playing without
a GM. We use these two tables combined to inspire discoveries, events,
character details or motivations, and much more. The way they work is
quite simple: we roll on both tables to provide an action and a subject/
theme, and then interpret the results based on the situational context.
85
CAoCTmIObat
NS
This section is used to help determine how foes and antagonists act
during combat. During each turn in combat, roll on your opponent’s
most appropriate table. If the attack or option you roll does not
make sense, simply substitute a standard attack.
1d10
roll COMBAT ACTIONS AT FULL HEALTH
1-3 Standard Attack
4 Alternate Attack
5 Attempt to Corner
6 Attempt to Disarm
86
1d10
roll COMBAT ACTIONS AT HALF HEALTH
1-3 Standard Attack
4 Alternate Attack
10 Flee
Enemies at half health have a 7-in-10 chance of
accepting a combat maneuver over damage.
1d10
roll COMBAT ACTIONS AT QUARTER HEALTH
1-2 Standard Attack
7-10 Flee
Enemies at quarter health have a 9-in-10 chance
of accepting a combat maneuver over damage.
87
S
INITIA L ENCO UNTER REACTION
While a GM usually knows what the outcome of an encounter
will be, there are occasions when this is best decided randomly,
especially when a GM is simply not available. Roll d10 on the
following table to learn what the encounter’s initial reaction is.
evil
Creatures such as monsters, or a normal creature possessed by
spirits, will always attack on sight though .
1d10
roll INITIAL ENCOUNTER REACTION
1 Immediate Attack
2-4 Possible Attack (roll 1d10: 1-6, attack; 7-9, leave; 10, friendly)
8-9 Possibly Friendly (roll 1d10: 1-2, attack; 3-5, leave; 6-9, friendly;
10, leave)
10 Friendly
1d8
roll ROLL WITH...
u fail.
1 Sucker. No roll. Yo
e.
e that makes sens
2-4 A resource. Pick on
nse.
one that makes se
5-7 An attribute. Pick
succeed.
8 Woo! No roll, you
88
AFTERWORD
Look, this isn’t a game where everything makes
sense.
I kinda just wrote it as I went one day, because
I needed a break for my usual RPG work. It’s
incomplete, messy, and imperfect, but I love it
anyway. It’s loads of fun when you throw down
and play it.
Keep in mind that Tombpunk is just a fast, quick,
rules light game. It can’t cover every eventuality,
and god knows I don’t wanna write it like that. I
won’t even answer questions about rules if you
ask me. Just figure it out yourself.
Be creative. Hack, modify, and adjust this game
as you see fit. Do what you want with it at your
table, ’cuz that’s the point.
Have a good time with it. It’s all about sitting
around the table, having fun, making shit up on
the fly, and laughing as stuff gets weird. ’Cuz
when stuff gets weird, that’s when you have the
most fun!
Alan Bahr, June 2020
89