Pactsandblades - Letter - Without Bleeds
Pactsandblades - Letter - Without Bleeds
3
Introduction
Pacts & Blades is a genre-influenced RPG com-
bat and advancement system about slaugh-
tering bizarre monsters from the depths with
blades and making pacts with mystical spirits
to channel magic.
As a minimalist RPG, there are no rules systems
for initiative, movement, tracking time, equip-
ment prices, etc. It is up to the Judge to deter-
4 mine these things, perhaps with input from the
players, and decide how to rule on such things
as they arise, and as appropriate to each sce-
nario.
Characters can choose to follow aspects of
two Paths—the Path of the Pact or the
Path of the Blade. You may advance in either
Path, both during character creation, as well as
throughout the campaign. Path Advancements
will occur as a result of training, roleplaying,
and as part of adventures.
5
Advancement
Advancements are the basis of customizing
your character, and they should occur two to
three times per session. It is up to the Judge to
give players opportunities for Advancements to
occur.
You begin play with 1 Advancement in either
Path of your choice. See each Path for more in-
6 formation.
Examples of advancements
You find a tome describing a new pact with a
spirit of the faerie world. (Pact Advancement)
You receive training from an expert mercenary
in fighting dirty with daggers. (Blade Advance-
ment).
7
Task
Resolution
System
Pacts & Blades uses a sliding 2d6 task resolu-
tion system. Tasks are divided into 4 Difficulty
tiers, and their default Reference Values (#):
Easy (6), Average (9), Hard (12), and Impos-
sible (15). A Task’s default Reference Value
is always three times its Difficulty. Tasks can
include attacking an enemy, sneaking past a
guard, negotiating with a pirate for passage,
8 climbing a tower, and more.
15 15 15 15 15 15 15 15 15 15 15
14 14 14 14 14 14 14 14 14 14 14
13 13 13 13 13 13 13 13 13 13 13
To t a l S u c c e s s
12 12 12 12 12 12 12 12 12 12 12
11 11 11 11 11 11 11 11 11 11 11
10 10 10 10 10 10 10 10 10 10 10
9 9 9 9 9 9 9 9 9 9 9
8 8 8 8 8 8 8 8 8 8 8
7 7 7 7 7 7 7 7 7 7 7
6 6 6 6 6 6 6 6 6 6 6
RV 5 5 5 5 5 5 5 5 5 5 5
P ARTIAL S UCCESS
4 4 4 4 4 4 4 4 4 4 4
3 3 3 3 3 3 3 3 3 3 3
Fa i l u r e
2 2 2 2 2 2 2 2 2 2 2
2 3 4 5
Difficult y
Core Mechanic
When attempting Tasks, players simply roll two
six-sided dice (2d6) together, and add the total
of both dice. Success is determined by how well
they roll in relation to the Task’s Reference Val-
ue (RV). A Task’s RV is a precise measure of its
difficulty to achieve.
While each Difficulty tier has a default Refer- 9
ence Value for Total Success, this value can
be lowered or raised during the game through
Path abilities and Narrative Advantage. When a
Reference Value is changed, the range of Partial
Success is also changed. Consult the Task Res-
olution Table to determine the new ranges for
success and failure.
10
1d3
If you are ever told to roll “1d3” simply roll 1d6,
divide the result by 2, then round up.
Easy 2 6
Average 3 9
Hard 4 12
Impossible 5 15
Success
Whenever you succeed on a Task, it is either a
Total Success or a Partial Success.
Combat Tasks
The effects of successes and failures in combat
are detailed in the Combat section.
Narrative
Advantages
Players can and should be encouraged by the
Judge to creatively describe their actions. De-
pending on how creatively the action is de-
scribed, the Judge may choose to lower the
Reference Value by -1 to -2, thus increasing the
player’s chance of success. Simply look on the
Task Resolution Table, and slide left 1 or 2 col-
umns from the original column containing the
Reference Value. Note that the range of a Par-
tial Success changes as well.
1 1 1 1
2 2 1 1
3 3 2 1
4 4 2 2
5 5 3 2 29
6 6 3 2
Whenever you run out of Wounds of a particu-
lar type, any additional damage you take of that
kind is instead treated as damage to the next
available Wounds tier.
30
Recovering Wounds
Wounds recover every time your character is
able to rest. The Judge will determine what
constitutes a rest. After each rest, roll 1d6. You
recover a number of Wounds from each tier as
if you had generated Wounds for a new charac-
ter with your roll. You may never recover more
Wounds than your normal maximum.
For example, Martias the Grim normally has
4 light wounds, 2 moderate wounds, and 2 se-
vere wounds. During an adventure he sustains
2 light wounds, 1 moderate wound, and 1 se-
vere wound—half of his wounds in each tier!
Martias heads to town to rest, and rolls 1d6 af-
ter an appropriate amount of time and rolls a
3. Martias regains 2 light wounds (not 3, since
his maximum light wounds are 4), 1 moderate
wound, and 1 severe wound.
34
Goblin E Difficulty 1
Wounds: 3 Light, 2 Moderate, 1 Severe
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