Fantasy
A Quest of Queens
Can you restore balance to the World of Ruin?
Great White North
Find your fortune in the wintry outlands of Farlas.
Magic University
Face the fantastic at the Magic University in this YA adventure.
Steampunk
Fear the Light
Fight the frontier in this Weird West one-shot.
The Contract
Play a crew of bloodthirsty, elite assassins.
Ride the Lightning
Brave battle trains on the rail to Red Mountain.
Posted January 8, 2026
In the interest of ensuring each kit is narratively flexible, we've made some adjustments to some under-used kits.
Instead of juggling dice to simulate the Precog's ability to see into the future, the kit now allows players to create narrative advantage on the same basis:
You were born with a gift that allows you brief glimpses into the future. You may spend MP to create narrative advantage in the present based on having foreseen events in the future (with the GM's discretion). For 1 MP, you see moments into the future (same round). For 2 MP, you see minutes into the future (rounds). For 3 MP, you see hours into the future (outside the scene). From a player perspective, treat this ability as you having acted upon knowledge now that you gained from an equivalent amount of time in the fiction's past. As long as you have MP, you have the skill Perception.
Given the bestiary rules, the Monster Hunter needed an overhaul to take advantage:
You have trained for many years in pursuit of the beast. If you spend a round concentrating on a monster (or evidence of its behavior), you may determine its monster type without making a check (at the discretion of the GM). As a bonus action, you may spend 1 MP to discern a monster's abilities, revealing a single boon or bane (if the monster has no boons or banes, the GM may provide information about the monster). You may also spend MP to create monster-hunting typed supply: 1 MP for consumable, 3 for cheap, and 5 for luxury. Supply created in this way has no resale value, but may be declared as weapons (for example: a silver bullet, a gold crucifix, a wooden stake).
The Sorcerer needs some oomph, given that all he got was an extra maleficence and a specialty for Elemental spells. He can now "mana burn" for extra MP:
The source of your magic is weird, dangerous, or untamed... and anything but academic. Choose a second maleficence different than your first. You may make a maleficence attack as a bonus action in the round with either of your maleficences, at disadvantage. As an action, you may mana burn yourself to deal 1 HP damage and recover 3 MP. HP damaged caused by mana burn cannot be prevented by any means, and HP lost by mana burn cannot be recovered except by resting. Elemental spell checks explode on a 5 or a 6.
Finally, the Avenger was made to emulate characters like Buffy from Buffy the Vampire Slayer, who can take a beating and is especially strong against her sworn enemy (in her case, vampires). We now allow the Avenger access to legendary actions against her sworn enemy in addition to legendary resistance, per the new bestiary rules. In essence, she becomes a legendary creature against her sworn enemy!
You have been trained as a weapon for a cause. You must name a specific faction or group (such as adherents of a particular religion or ideology, or specific monster) as your sworn enemy. You gain legendary resistance against your sworn enemy, and each scene, you may take 1 legendary action per 3 levels of experience (rounded down) against them. For 2 MP, you may negate 2 points from any single source of damage. Damage negated in this way stacks with your other source(s) of soak.
Hope you enjoy these new, revised kits!
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