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Core RulesKits



As a protector of the realm, you command a henchman who carries your equipment and is bound to protect you by oath, debt, or pact. Your henchman has 1d6 HP, 3 in all attributes, and a single skill. You may outfit them with equipment using your starting gold. They level up when you do, and are on death’s door at 0 HP. If your henchman dies, you suffer 1 wound as a result of emotional distress, and you may recruit a new one in 1d6 days. For 2 MP, you may roll a d6: on a 1 or 6, you resist any spell that targets you.

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