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The Blightrealms Game System

Here are a few basics for the game system. A reference card is provided during play sessions.


In addition to the pool of regular six-sided (D6) dice you roll for a skill check, you also have the option of rolling the Story Dice. The Story Dice represent pushing beyond your normal limits and trying something new (or just trying something that is normally beyond your skill level and hoping for the best)--taking an unconventional approach and the either positive or negative results that such unorthodox actions can result in. You can always roll the Story Dice even if factors result in a dice pool of 0 or less.

The Story Dice Read both Story Dice together to produce one of the following possible results:

Story Die 1 & 2                        Result         Probability

  • (C) and (C) -3 Successes & a Complication [2.77%] (1 combination)
  • ( ) and ( ) or ( ) and (C) or (A)

              or (C) and (A) no change [61.11%] (22 combinations)

  • (+) and (C) or (A) +1 Success [22.22%] (8 combinations)

  • (+) and (+) +2 Successes [11.11%] (4 combinations)

  • (A) and (A) +3 Successes & an Advantage [2.77%] (1 combination)

NOTE: Reading the Story Dice is simpler than it looks in the table ;-) Simply check for a Complication or Advantage, and then count the number of pluses. The color coding helps make it even easier.

Dice Rolls

When not otherwise specified, the game master (GM) determines the number of successes that are needed to accomplish an attribute or skill-based action within the game world. Add together all ability scores, additional dice from skills, and bonuses from class abilities, environmental effects, and magic to determine the size of your dice pool. You never count the Story Dice when calculating the size of your dice pool. Roll every die in your dice pool and count the number of successes to determine how successful you are performing the action. A success is any result of  4, 5, or 6 on a single die. The total number of successes can be modified by the results of the Story Dice.

Complications & Advantages

Whenever you roll two (C)s on the Story Dice, the number of total successes are reduced by three and a complication occurs. In other words, something happens to make the current situation your character is in more difficult. This happens even if the skill check is still successful, and often increases the challenge and level of danger that your character is in.

        GM Note: Complications should increase the challenge and force players to be even more resourceful and creative to achieve their goals.

Whenever you roll two sixes (A) on the Story Dice, the number of total successes are increased by three and an advantage occurs. An advantage means that something amazing happens, and even if the extra three successes wouldn’t normally result in a success for the task-at-hand, it is successful this time--just barely, and in a really cool way. In addition, your character and possibly her companions gain an advantage within the current situation.

        GM Note: The cool factor is most important and always comes first when deciding what happens, and then the advantage is determined.

Skill Checks

Skill Level + Attribute + Bonuses = Dice Pool vs. Challenge #

Your number of successes must meet or exceed the challenge number to be successful.

Some skill checks, such as combat actions and magic, try to affect an opponent directly in a way that can be avoided or resisted. In this case, a skill check is performed against one of the opponent’s skills. This works similar to an Opposed Skill Check except that all it does is determine how successful the attacking character’s action is.

Opposed Skill Checks

Attribute + Skill Level + Bonuses = Dice Pool for each player

The player with the highest number of successes wins the contest. A tie results in no change in state.

Resource Points
There are three types of resource points. Depending on your class, you might use 2 or all 3 types of resource points.

Action Points

Classes that focus on physical actions utilize a resource called Action Points to fuel their abilities. A character’s class will determine how many Action Points they start with. Abilities that require the expenditure of Action Points cannot be used if there aren’t enough points to cover the usage cost. Points are replenished through rest, with 5 points regained for every hour of rest, and all points regained during a full night’s sleep.

Magic Points

Classes that focus on casting spells utilize a resource called Magic Points to fuel their abilities. A character’s class will determine how many Magic Points they start with. Abilities that require the expenditure of Magic Points cannot be used if there aren’t enough points to cover the usage cost. Points are replenished through rest, with 5 points regained for every hour of rest, and all points regained during a full night’s sleep.

Story Points

During play you can earn a special resource called Story Points. The GM awards Story Points for completion of key narrative events or plot points. Story points can be spent at any time in the following ways:

  • Reroll your entire dice pool (including the story dice) for a single skill check.

  • Add 2 successes to any skill check, but you must choose to do this before you roll the dice.

  • Fuel one ability or spell that you don’t otherwise have the action or magic points for.

  • Create a narrative advantage. You can either ask the GM for an advantage or else make one up yourself (the GM must approve it and might offer suggestions on how to make it fit appropriately within the narrative).

Essence & Blight Points


Essence is a unique attribute defining your character’s life force. It represents their spiritual purity--their connection to the powers of Light within the world. Most humans and other natural creatures are comprised mostly of Light Essence, but this can shift toward Shadow when your character is exposed to Pestiline energies. The use of Nether magic can also cause this shift. Dropping to 0 Essence represents a complete shift into Shadow and most often this manifests as immediate Recorruption. This results in the loss of your character and it becomes an NPC under the control of the GM.

Blight Points

Blight Points are gained from exposure to the Blightlands, corruptive Nether magic (such as Blight magic), and some Pestiline abilities. Every time you accumulate new Blight Points you have to make a Blight Check (Resolute: [Blight Point value]), and if the check succeeds then nothing happens and the Blight Points continue to accrue. But if it fails then you lose 1 point of Essence and your Blight Point value resets to 0.


Combat Round

A round of combat is the time it takes for all participants to take their combat turns.

Combat Turn

Each individual turn of combat lasts 5 seconds. During your turn, you can take up to two actions.


Characters have 2 actions. They choose the first one from this list of basic actions:

    Basic Actions:

  • Move (20’)

  • Mental Calculation (use a skill)

  • Verbal Communication (more complex than a couple of words, but must fit within 5 seconds--20 words max)

The second action is called a Complex Action and can be anything including physical attacks, casting spells, class abilities, or a basic action (any basic action can thus be done twice in the same turn).

Bonus Actions

Some class abilities are designated as bonus actions. When specific criteria are met, they can be performed immediately after a complex action (on your turn) or performed in response to another participant’s action (on their turn), as specified in the ability’s description.


Wounds are a representation of your character's ability to take damage. Each wound of damage represents the general idea that you have taken some base level of meaningful damage (or else, in the case of fatigue, have been forced to work especially hard to avoid taking any real damage).

Wound Types

Unconscious | Critical | Injured | Bruised | Fatigued

Each wound type is associated with a narrative:

  • Fatigued = “dodging and parrying is exhausting work, but at least no serious damage is done”

  • Bruised = “when the blows begin to get through a bit they hurt and might leave a mark, but for the most part, the skin stays intact and no blood is shed”

  • Injured = “cuts that bleed, deep bruises and bone fractures, wounds that truly hurt and take time to heal”

  • Critical = “deep gashes that bleed out, cracked bones and ripped ligaments, internal organ damage, wounds that are life-threatening and can cause long-term debilitation”

Wounds are removed from right to left (like a health bar). When the first type is cleared the character becomes tired and opens themselves up to receiving real damage. Each additional type that is cleared results in 1 level of cumulative Ineptitude. (So a character that loses 3 levels of wounds would gain Inept (2) and thus lose 2 dice from all skill checks.) Foes that have fewer than 5 wound levels are much weaker since they not only have fewer wounds but also become severely Inept faster.

Blightrealms Test Version 1.23