KN - Rules Reference
KN - Rules Reference
CHARACTER CREATION
• Determine the reason why you’re in Ker Nethalas - Page 14
2 Ker Nethalas
• Each time you defeat a combat encounter: +50 XP
• Each time you defeat an Overseer: +200 XP
• Each time you accrue enough XP to level up, you can choose one of the
following bene�its:
• Increase your Health by D4.
• Increase your Toughness by D6.
• Increase your Sanity by D4.
• Increase your Aether by D6.
• Increase your Exhaustion Resistance by 1.
• Increase damage dealt by +D4 (Psychic).
• Increase a skill of your choosing by 5.
• Increase your Magic Resistance by 10.
• Each time you level up you also earn 1 Ability Point, which you can spend
on any of the Abilities that are available from your Mastery trees.
• You must start at the top of each Mastery tree, and work your way down.
• If you have an amulet equipped that grants you access to a third Mastery
and you have acquired Abilities from its Mastery tree, when swapping to
a different amulet that grants you access to a different Mastery, the
number of Abilities you have remains the same.
• Swapping an amulet that grants a different Mastery can only be done at
camp.
• Perks (page 61) are unique advantages obtained almost exclusively via
Personal Goals. They are unlocked and grant new permanent bene�its.
RULES
Basic Checks (page 63)
• When asked to perform a check we take a D100 and attempt to roll equal
to or less than the skill in question.
• Some actions may be easier or more dif�icult, depending on the speci�ic
circumstances of the situation.
• On those occasions (always speci�ied by the rules and/or circumstances)
a dif�iculty modi�ier is applied to the check you wish to perform.
• As it’s the case with all modi�iers, these are applied to the attribute or
skill in question before the roll is made.
Rules Reference 3
Critical Successes & Fumbles (page 64)
• When performing any check, if you roll doubles (that is, the same
number in both the tens and the ones) the result of your actions is
exacerbated.
• If you roll doubles above the skill you’re testing, you have failed in the
most spectacular of ways. This is called a fumble.
• On the other hand, rolling doubles below your skill score is considered a
critical success, and the best of outcomes is to be expected.
• There are combat-speci�ic consequences to both critical successes and
fumbles.
D20→D12→D10→D8→D6→D4
• When the circumstances call for it, you must roll the speci�ied usage die.
• The result of the roll determines the procedure's new state:
• If the roll is a 1 or 2, the usage die decreases by one size (e.g., from
D8 to D6), going down the dice chain one step. If it’s any other
number, nothing changes.
• If the roll is a 1 or 2 on the D4 (the smallest possible die in the dice
chain), then the procedure triggers and something takes place: an
Event roll is made, you’ve run out of charges on a speci�ic item, etc.
4 Ker Nethalas
COMBAT
• It is assumed that both opponents are moving around the room,
leveraging their positional advantages and preferences as you can.
• Concepts such as “range” or “cover” don’t really play a role in Ker
Nethalas.
• Combat will alternate between you and your opponent(s) taking turns
until only one is left.
Rules Reference 5
are several opponents with different Awareness scores, simply use the
highest among them.
• The same goes for your side, but reversed: if you are playing with
multiple PCs only use the lowest Stealth score among them. In case you
are a single player accompanied by followers of any sort, your Stealth
skill is reduced by 10 for each follower.
• If you win the check, the initiative is yours and you get to make your �irst
attack with +20.
• If you fail, a proper initiative check must be made to determine who goes
�irst, but your Perception skill receives a -10 modi�ier.
6 Ker Nethalas
• Most enemy attacks can be defended against with the standard weapon
check described above, but some can only be avoided with the Dodge
skill, such as certain Overseer attacks. If this is the case, it will always
explicitly say so on the creature’s description.
• Enemies can either attack physically, in which case the combat is
resolved as described above, or magically, in which case the player must
pass a Magic Resistance check or suffer the spell’s effects. As it’s the case
with a PC’s magic Abilities, opponents do not need to make a skill check
of any sort, the Ability just manifests. Each one of a monster’s abilities is
always tagged as Physical or Magical. When it’s the opponent’s turn, you
must �irst roll on their Action table to see if their attack is a physical or
magical one, and then resolve it accordingly.
Rules Reference 7
Damage Type (page 70)
• Some characters, creatures, or items may be more susceptible to one
type of damage, or immune to another.
• These are the types of damage that exist: Acid, Air, Arcane, Bludgeoning
(Ignores 1 Armor), Cold, Earth, Fire, Holy, Infernal, Necrotic, Piercing
(deals +1 damage when the character performing the attack acts before
their target), Poison, Psychic, Slashing (+1 damage when striking a body
part with no armor), Water.
• All creatures can either be Vulnerable (damage received is doubled),
Resistant (damage received is halved), Immune (damage received is fully
ignored) or Restored (recover an amount of Wounds equal to damage
received) by a certain damage type.
• When a creature is Vulnerable or Resistant, only direct damage is taken
into account, after armor has been applied.
• Your character can also have some sort of damage reduction to certain
types of damage. When this is the case, reduce the incoming damage
after armor has been taken into account.
• Any damage that persists after combat (such as Bleeding, Burning or
Poison damage) deals 1 direct damage (no rolling on the Damage Dealt
table) per room.
D12→D10→D8→D6→D4
• Repairing armor increases its integrity by one die type in the dice chain.
• No armor can ever go higher than its initial Integrity.
• Not all armor have the same maximum Integrity, check each of their
descriptions to learn more.
8 Ker Nethalas
would usually roll D6 for your damage, when you obtain a critical hit you
must roll 2D6 instead. Any modi�iers to your roll are also doubled.
• Rolling doubles above your combat skill is called a fumble. Roll on the
Fumbles table to see what happens.
Rules Reference 9
CONDITIONS
• Any damage that persists after combat (such as Bleeding, Burning or
Poison damage) deals 1 direct damage (no rolling on the Damage Dealt
table) per room.
• Bleeding (X): A Bleeding character receives an amount of damage
determined by the effect’s intensity until the condition is removed. This
is a cumulative condition, so while initially it will seem harmless (you
must treat the damage received as a damage roll, so if the Bleeding
damage is 3 that means the victim suffers 1 damage, per the Damage
Dealt table), it can slowly become a real threat.
• Blinded: A Blinded character has -40 to all checks.
• Burning: A Burning character receives D8 Fire damage until the
condition is removed. In order to remove the condition, the character
must spend 1 Standard Action (while in combat), or increase their
Exhaustion by 2 (while out of combat).
• Charmed: A Charmed creature cannot attack the charmer or use
harmful abilities on the charmer.
• Concealed: Attacking a Concealed target requires a successful
Perception/Awareness check.
• Cursed: A Cursed character is plagued by an effect detailed on the
curse’s description until the curse is removed somehow. This is a
cumulative condition (if applicable).
• Dazed: A Dazed character cannot initiate attacks.
• Entangled: The af�licted is wrapped in something that restricts their
movement. They are incapable of moving, and any actions that imply
movement suffer a -20 penalty. In their turn, the Entangled character can
attempt an Athletics check in order to remove this condition. This is a
Free Action, but the character can choose to spend a Standard Action
instead to receive a +20 to their Athletics check.
• Frightened: When the cause of a character's fear is within the same
room, the Frightened character receives -20 to all checks. The frightened
character is unable to approach the cause of their fear. At the start of
each of their turns, a character affected by Fear can attempt to pass a
Resolve check to be able to act normally.
• Freezing: The af�licted has -10 to all skills and acts last during combat.
They must pass an Endurance check after the �irst round to recover. If
failed, re-attempt each round until success (this does not count as an
action). Humanoids will worsen every 10 rounds, �irst falling into
hypothermia (-50 to all actions), then death.
• Paralyzed: A Paralyzed creature is incapacitated and can’t move or
speak. Attack rolls against the creature hit automatically.
• Poisoned (X): A Poisoned character receives a speci�ied amount of
damage every round until the condition is removed or resisted. It is
assumed that the poison takes hold when �irst used, but as a Free Action
a Poisoned character can attempt to resist its effects during their turn by
passing an Endurance check. This is a cumulative condition, so while
initially it will seem harmless (you must treat the damage received as a
10 Ker Nethalas
damage roll, so if the Poison damage is 3 that means the victim suffers 1
damage, per the Damage Dealt table), it can slowly become a real threat.
• Prone: A Prone character must spend 1 Standard Action getting back up.
Attacks against a Prone character receive +30.
• Sleeping: The creature immediately falls prone, and any attack that hits
the creature is a critical hit.
• Stunned: A Stunned character loses their turn.
EXHAUSTION
• The effects of excessive Exhaustion points are cumulative, and can be
seen on the Exhaustion table.
• Several actions and circumstances make your character accrue
Exhaustion, the most common ones being camp activities, events, and
creatures.
• Your character can delay the effects of Exhaustion with enough
Exhaustion Resistance.
• A character’s Exhaustion Resistance score is subtracted from their
current Exhaustion total; the �inal result is then compared to the
Exhaustion table to determine the consequences.
• The following actions reduces a character’s Exhaustion:
• Consuming a Ration (-1 Exhaustion). This can be done at any
moment (except during combat).
• Take a breather (-2 Exhaustion).
• Rest (-10 Exhaustion).
• A desperate character can decide to eat raw cooking ingredients (-1
Exhaustion per 1xCooking Ingredients), but they must pass an
Endurance check or suffer 1 Health damage.
SANITY
• Your character’s ability to withstand the fearsome creatures and
circumstances that assails them while exploring Ker Nethalas is
measured by their Sanity score.
• When a character reaches 0 Sanity they must roll on the Madness table.
• Whenever confronted with a situation that would force your character to
lose Sanity, you must make a Resolve check.
• A success means that they’ve managed to hold on to their wits, for now.
A failure means that they lose whatever amount of Sanity is speci�ied by
the circumstances.
Rules Reference 11
• The most common source of Sanity loss is opponents with the
Frightening or Horrifying Traits:
• A Frightening creature requires a successful Resolve check at the
start of each of your turns, for as long as the creature remains alive
or in your same room. Failure causes the loss of 1 Sanity.
• A Horrifying creature requires a successful Resolve check at the
start of each of your turns, for as long as the creature remains alive
or in your same room. Failure causes the loss of 2 Sanity.
• When faced against several different opponents that cause the loss of
Sanity, only roll once per round, instead of once per opponent. If you
fail the Resolve check, lose the highest amount of Sanity possible. This
means that if you’re facing 3 Frightening monsters and 1 Horrifying
monster, if you fail the Resolve check you would lose 2 Sanity (the
highest threat to your Sanity coming from the Horrifying monster).
• Sanity can be recovered by the following:
• Resting at camp (+D4 Sanity).
• Defeating an Overseer (+D4 Sanity).
• Certain spells.
• Certain gameplay events.
• Suffering a Madness episode, which recovers all your lost Sanity.
PLAYING CO-OP
• Double the amount of enemies you encounter (except for Overseers).
• Each player gets a loot roll.
• Each player earns the same amount of XP from defeating opponents, but
tracks other XP gains independently (i.e. only a single character can
bene�it from dismantling a trap, etc.).
• Enemies have their Health doubled and gain 1 extra activation per PC.
12 Ker Nethalas
• Each room may only be scavenged or searched successfully once,
regardless of who does it. Only one attempt per Room is permitted,
regardless of how many PCs there are.
• Traps or any negative events will only affect one of you, determined
randomly.
• You may share gear or any kind of equipment freely, but doing so during
combat takes a Standard Action.
• You may each have a maximum of 2 Companions at a time.
EXPLORATION
• Ker Nethalas is structured in Domains.
• A Domain is a group of rooms and corridors that are ruled by an
Overseer.
Rules Reference 13
• Instead, you will be making Domain Exit checks each time you enter a
new room or corridor. This is done via the Usage Die rules, with the
starting die being D8.
• Once you reach the last stage it means you’ve found the Domain’s exit
point.
• A Domain Exit behaves as any other normal room or corridor would, so
make all the usual checks (Tension Die, Encounter, etc.).
• You are free to move between the different Domains of the Necropolis
you’ve discovered as you want.
• Once you’ve determined whether this is a regular room or corridor, or
the Domain’s exit, make a Tension Die check (page 106).
• Next, you must see if there’s a combat encounter in this room or corridor.
Roll D20:
• Room: Encounter with a roll of 10+
• Corridor: Encounter with a roll of 15+.
• If the room is the Overseer’s Lair, you must not check for combat
encounters.
• If there’s no combat encounter, roll on the Events table.
14 Ker Nethalas
• In order to successfully break the door or container down, you must pass
an Athletics check. Whether you succeed or not, this makes a lot of noise,
triggering a Tension Die check.
• Each successive attempt at breaking down a door increases your
chances of doing so by 20.
D8→D6→D4
• The Tension Die always starts at D8, and resets back to D8 after rolling
1-2 on the D4, which triggers a roll on the Growing Darkness table.
• Growing Darkness events only affect a single Domain, but remain in play
for that Domain, so keep that in mind if you return at a later date.
• Once you enter a new Domain for the �irst time, reset the Tension Die
back to D8.
• The following circumstances will trigger a Tension Die check:
• Moving from one room (or corridor) to the next one.
• Making noise.
• Speci�ic circumstances, triggered by certain events or creatures.
Rules Reference 15
• Setting camp consumes 1xRation. Not having rations reduces all the
bene�its of camping by half (rounding down).
• Camp Activities:
• Attune: Spend 1x Attunement Crystal to learn a magic item’s
properties. +1 Exhaustion for each magic item you attune to.
• Barricade: For each 1xCrafting Supplies spent reinforcing the place
you gain 1 Exhaustion, but you can add 5 to the Camp Check roll.
• Cooking: For each 1xCooking Ingredients you spend you gain
1xRations. Crafting any amount of Rations causes you to gain 1
Exhaustion, and reduces the Camp Check roll by 1.
• Craft Bandages: You can turn 1xCrafting Supplies into 1xBandages.
Crafting any amount of Bandages causes you to gain 1 Exhaustion,
and reduces the Camp Check roll by 1.
• Craft Lamp Oil: You can turn 2xCrafting Supplies into 1xLamp Oil.
Crafting any amount of Lamp Oil causes you to gain 1 Exhaustion,
and reduces the Camp Check roll by 2.
• Craft Ritual Ingredients (Ritualist only): You can turn 5xCrafting
Supplies into 1xRitual Ingredients. Crafting any amount of Ritual
Ingredients causes you to gain 1 Exhaustion, and reduces the Camp
Check roll by 2.
• Craft Torches: You can turn 1xCrafting Supplies into 1xTorches.
Crafting any amount of Torches causes you to gain 1 Exhaustion, and
reduces the Camp Check roll by 2.
• Repair: You spend 2xCrafting Supplies to repair a single piece of
gear. Regardless of how many pieces of gear you repair, your
Exhaustion is increased by 2, and you must reduce your Camp Check
by 2.
• Rest: You choose to do nothing but rest. You cannot undertake any
other camp activity, but you lose 5 Exhaustion, heal +1 Health, and
increase the Camp Check by 2.
• Swap Mastery Amulets: If you possess two or more amulets that
grant you access to different Masteries, you can swap them while at
camp. This has no cost, and takes just a moment while you adjust to
the new Abilities.
• Bene�its:
• Regain all Toughness lost.
• Regain 1 Health.
• Regain D4 Sanity.
• Reduce Exhaustion by 10.
16 Ker Nethalas
Personal Goals (page 112)
• Only two Personal Goals can be pursued at a time, and once chosen, they
cannot be changed.
• As soon as you complete one, though, you are free to choose another one
from the list of available ones.
• After completing a Personal Goal, your character will receive a
corresponding reward that generally has a lasting effect.
COMBAT ENCOUNTERS
• All opponents are classi�ied by their type: Animal, Astral, Plant, Demon,
Elemental, Undead, Humanoid, Construct.
• While most have a single type, some of them can have a combination of
two, such as “Elemental Construct”, or “Undead Plant”.
• When an opponent is faced with the decision of who to attack, due to the
fact that you’re accompanied by friends or minions, try to evenly
distribute the number of opponents among your party members.
Randomize it in case of doubt.
Rules Reference 17
• Spoils: This lets you know which table you must roll on in order to �ind
out if the creature had anything of value. Some creatures will directly tell
you what you gain after looting them, instead of directing you towards
one of the Spoils tables.
• Trait: Some creatures possess unique traits that can aid them during
combat.
• Type: An opponent’s type de�ines what category or family of creatures
they belong to.
18 Ker Nethalas
• 1 Belt
• 1 Helmet/Head Piece
• 1 Armor (either full suit or piecemeal)
• 1 pair of gloves
• 1 pair of boots
• 1 Amulet
• 2 Rings
• In order to keep track of what they carry, your character has 10 item
slots. These item slots are only for items that you are carrying: any item
equipped in one of your body slots does not count towards the total of
item slots you have available.
• Non-encumbering items include anything tiny you can �it in your palm,
empty bags, items with no listed weight such as paper, trinkets, as well
as worn clothing and jewelry.
• Normal items take up one slot.
• Heavy items take up two slots.
• Light items can be bundled up to 10 items in one slot. These include
torches, rations, potions, Crafting Supplies, Cooking Supplies, and other
similar items.
• Coins and gems take up one slot for every 100 pieces, rounded up.
• Backpack: Increases carrying capacity by 20 item slots. You can only
equip one backpack at a time.
• Pouch: Increases carrying capacity by 5 item slots. You can equip a
maximum of 3 pouches at once.
• You cannot place items into a backpack or pouch, and then place that
backpack or pouch inside a different container.
• Even if you’re wearing piecemeal armor, the totality of the different
individual pieces count as a single Armor slot when equipped. Wearing
vambraces doesn’t mean you can’t wear gloves, the same as wearing
greaves doesn’t mean you can’t wear boots.
Rules Reference 19
Armor & Protective Gear (page 192)
• Armor has a few different categories:
• Full Suits are complete sets of armor, from shoulders to feet. They
offer a uni�ied rate of protection across all your body parts.
• Piecemeal armor allows you to pick which parts of your body you
want better protected, and which ones you prefer to be lighter and
less impairing:
• Torso armor, to protect both your chest and abdomen
• Vambraces, which offer protection to your arms
• Grieves, to protect your legs and feet
• Helmets protect your head from blows and wounds.
• Shields offer some extra protection and advantage when parrying
strikes.
• If you’re wearing a full suit of armor, it is only compatible with helmets
and shields, you cannot wear several layers of armor to stack protection.
• When a piece of armor notes that your maneuverability is reduced, you
must reduce your Dodge, Acrobatics, Dodge and Stealth skills by the
speci�ied amount while wearing it.
• Full suits of armor are considered Heavy items.
• Any single piece of armor or helmet is considered Normal, as well as all
shields, except for the wall shield, which is considered Heavy.
20 Ker Nethalas
• The prices shown here are �inal, you do not receive 50% of the price but
the full amount.
Rules Reference 21