Wraiths and Warriors

*IMPORTANT* This is Version 2 of Wraiths and Warriors. Version 1 was cancelled, but can still be accessed here!

V. 2.0.0


  1. Grab a character sheet.
  2. Choose an Occupation, Talent, and Backstory.
  3. Based on the Occupation, Talent, and Backstory you choose, grant your stats the corresponding dice levels (see Basic Play), as well as any techniques your Occupation, Talent, or Backstory may have granted.
  4. Fill any empty stat slot with a d2 dice level.


  1. Make characters as Players would.
  2. Make Obstacles with difficulties based on dice level stats (see Basic Play) with d2 being super easy, and d12 being extremely difficult. Roll TWO of that dice. Players must get a number higher than the number you rolled.
  3. If a task is super easy or entirely impossible, there is no need to roll.
  4. To avoid bringing the game to a stand still, make the dice level easier with every new failed attempt. (note: one character doing the same thing over and over is not a new attempt. Other characters trying it is.)
  5. Keep in mind that items, and creative uses of them can make some tasks easier, and sometimes make impossible tasks possible.


Basic Play

This game may require a basic understanding of the world of Chimeran Legends the webcomic, HOWEVER…


This game requires NO MATH at its base. A roll is won based on who has the dice with the highest number. Ex.


Which dice you roll is based on the dice levels available in the stats you are rolling. There are six dice levels:

d2-> d4-> d6-> d8-> d10-> d12

All you have to do is roll the dice that correspond with the dice level. (And if you like to collect dice? Definitely bring all of them! You may also want to bring a few coins to flip for those d2s.)


All characters have 12 stats that affect how well they perform certain tasks.

  • 3 of these stats are dedicated to physical attributes: Power for how strong a character is, Lithe for how well a character moves, and Vitality for how healthy a character is.
  • 3 of these stats are dedicated to how well a character communicates: Social for how charming or good at talking their way out of things a character is, Smarts for how well studied and book-read they are, and Intuition for how good they are at perceiving the world around them (ie. reading the room)
  • The final 6 are dedicated to the 6 magic gems of Chimera. These gems are used to run most of the technology in the world. If an action uses any of these gems, that is when these are rolled.

When performing an action, ROLL ALL THE DICE THAT APPLY to that action. If uncertain what would apply, ask the Keeper!



Techniques are a specific action a character is good at, such as a cartwheel or a backflip! When doing these specific things, you can roll dice again based on the corresponding technique level*.

    Lv 1. Choose 1 dice to roll again

    Lv 2. Choose 2 dice to roll again

    Lv 3. Choose 3 dice to roll again, and so on...


Just about anything can be a technique!


* Sometimes, you may run into something that can be a technique, but must be learned first to even do them. In those cases, start the technique at Level 0, and put a star next to it to indicate that it is something that not just anyone can do. (Example. Your character just learned a long lost magical power that not just anyone can do. They start at Level 0, and don’t roll extra dice, but they do know how to do the thing that others can not.)


(Not to be confused with “Stats”!) Status is the current state of your character’s wellbeing, this includes their Health Points, how close to the brink of death they are, and well as whether they are poisoned, sleeping, scared, or tired.


The last few can affect how you roll, and will require the player to roll against them as they would obstacles to see if they get them.


Poisoned- You lose one of your highest level dice in a roll.

Sleeping- You can’t roll at all!

Scared- You can’t roll against what you are scared of. You can run away!

Tired- You lose one of your lowest dice in a roll. (Some Keepers may opt to take more and more dice away the more tired a character is. Talk with players if this sounds like something they’d like to try.)

Health Points

Every character has 6 Health Points (HP). Some creatures may have more or less than this. That is up to the Keeper.


You lose HP when you are hit, or when you do something dangerous and roll all 1s. This is, of course, within reason. For example, if you jump off a 40 story building with no parachute or way to break the fall, and you hit the ground. You die. Maybe don’t do that. Another example is if an enemy lands a fatal blow (maybe they were aiming to kill, and you rolled all 1s to dodge).


With that said, you'll typically only lose 1 HP per hit, and Keepers are asked to use their best judgement, and make sure players know what kind of story they are getting into when they play.


To get HP back, you can rest, or you or another character can attempt to use one or more of their Stats to treat you. In this case, every dice rolled that is above a 4 will return a HP. (No need to roll d2s!) Healing attempts can be made once every few hours or after a fight.


There can be helping techniques as well that can help with this. Please refer to them for their specifics!


Unconscious & Death

When a character has 0 Health points, they go Unconscious (ie. Sleeping Status). If something is continuously hurting them while they are unconscious with no HP (such as drowning, bleeding out, or being repeatedly stabbed) they will gain a death point every turn they are unconscious. 3 death points, and the character dies.


IMPORTANT, JUST BECAUSE A CHARACTER IS AT 0 HP DOES NOT MEAN THEY WILL START DYING! Usually when at 0, a character will just go unconscious, and will need to be asleep for 6-8 hours, or be healed by a fellow player to be woken up.


Keepers, because this mechanic is entirely story based, it will be up to you to decide if a character is in a state of dying. Keep in mind that this world does not have easily available ways to bring characters back to life like other games do while building your encounters. It’s up to you how dangerous your game is, but please make sure your players understand and are ok with this before moving forward.


When engaging in a high stakes encounter, you may need to role turns to determine who has the upperhand. To do this, roll your highest Lithe, Intuition, and Smarts dice. Highest # indicates who goes first.


If tied, you can either work that into the story, or you can go by the next highest dice number. (Or roll again if you must! 3 way ties happen.)



Over the game, the Keeper may grant you Experience points (EXP). 5 of these points can be used to buy:

  • An upgrade to a dice level in a stat. (ex. d2 -> d4)
  • The next level to a technique.
  • A brand new technique should the situation of the storyline present the opportunity. (ie. You can’t learn how to be a ninja unless you have a ninja teacher in town)

Keepers will decide how EXP will be handed out. Best practice is to give characters an EXP after completing difficult tasks, after you and the players finish a session, or even after discussing the session with your players. It’s not just about what the characters do, but also where the players want to take them.

Final Notes

  • This is a very narrative driven game. If there is no game mechanic for something, use your best judgement. Don’t be afraid to ask your players for feedback to make sure you are staying fair.
  • This game is designed with character development and flexibility in mind. Homebrewing is encouraged! If something does not exist, make it! We will supply a few Occupations, Talents, Backstories, and Techniques to get you started but don’t be afraid to add more if needed.


Occupations, Talents, Backstories, and Techniques

When choosing Occupations, Talents, and Backstories for your characters, you may run into a few that apply. In these cases, choose the one that has had the most impact on your character's life. If there is something you want from something you didn’t choose, discuss with your Keeper on the possibility of giving you EXP to start with such that you may buy those things right off the bat.


There will also be techniques that are gained through your choices. If you choose two options that give the same technique, just level up the technique!


Occupations are what your character is or has been doing in life. They don’t necessarily need to be jobs. In an occupation, characters will learn at least one technique, and receive a d4 and a d6 split between two stats OR 2d4s and a d6 split between 3 stats. Consider this when homebrewing!


Assassin- A charming, smooth talking, killer. You are quick with your hands and even quicker at disposing the evidence. Split 2d4 and a d6 amongst smarts, intuition, social OR lithe depending on your specialty. You can also trade one of those d4s for the “Poison Immunity” technique.


Guard- You were trained to oversee and protect those that have employed you. Split 2d4 and 1d6 amongst Power, Intuition, and a gem stat of your choice.


Medic- Cuts, sickness, broken bones? No problem. You got this. You have a d6 in smarts, a d4 in Vitality, and the “Healer” Technique.


Merchant- Counting coins, haggling prices, spotting deals. All in a days work. Split 2d4 and 1d6 amongst Social, Intuition, and Smarts.


Noble- You had the best education and were lightly trained in magical weaponry. 1d6 to smarts and 1d4 to a gem stat of your choice. OR, the other way around! if you feel your character was more interested in the magical swordplay than they were the books! You also have the “Strategist” Technique.


Ranger- Perceptive and good with nature, you’ve grown accustomed to navigating your way outdoors. Give 1d6 to Intuition stat, and 1d4 to Plant OR Lithe stat. Gain “One with Nature” technique.


Thief- You know! Sneaking! Pickpocketing! Other thievery! Sometimes it is what you gotta do to survive. Split a d4 and a d6 amongst Intuition and Lithe. Gain “Thievery” technique.


We all gravitate to specific interests in life, and that is how a “Talent” is born. What interests your character, and how does this affect the way they interact with the world?

When homebrewing a talent, it should include 1 basic technique. As for stats, it can be 1d8, 2d6s, OR 3d4s split amongst the character’s stats.


Bookworm- Reading and learning? Heck yes. Always. 1d8 to Smarts stat, and gain the “Speed Reader” technique.

Artistic- You see the world like a canvass, or a stage, or hymn, whatever floats your boat. Add a d6 to Intuition and Social. Gain “Creative Thinker” Technique.

Athletic- You’re sporty! Or Strong! Or you just like to work out! Whatever it be, you can split 1d8, 2d6s, OR 3d4s amongst your Power, Lithe, and/or Vitality stats. You can choose from one of two techniques: “Sprinter” or “Lifter”.

Smooth Talker- You are very good at talking through conflicts, particularly in a suave manner. 1d8 to Social stat. Gain the technique “Sweet Talk”.

Sneaky- Get around going unnoticed? No problem. 1d6 for Lithe and Intuition. Gain “Like a Ghost” technique.

Empathic- People are complicated, they make bad decisions that don’t make sense all the time. But you know it comes from somewhere. 1d6 to Social and Intuition. Gain the “Empath Detective” technique.

Perceptive- Is someone or something missing all of a sudden? Was there a noise no one else heard? Well you did! 1d6 to Smarts and Intuition. Gain the “Spot the Difference” Technique.


Backstories are what your character has been through that may have affected how well they interact with the world. Back stories don’t necessarily give techniques like an Occupation or a Talent would, but can ground your character into the world around them.


Gameplay wise, every backstory will grant 2d4 and 1d6 split between three non-gem based stats. This makes homebrewing Backstories easy, which is good, because you’ll want to discuss your Backstory with your Keeper anyway!


Here are some examples (All of which can be adjusted to fit your needs!)


Dreamer- You grew up with high hopes and big dreams! People would describe you as inspiring and charming, and nothing will stand in your way! 1d4 to lithe, 1d4 to Vitality, and 1d6 to Social.


Tragic- Life has not been kind to you. Maybe you’ve suffered abuse, maybe your light was taken from you, or maybe there was never anything there to begin with. This has made you tough and aware of your surroundings, but it has also made it hard to meaningfully connect with others. 1d4 to Intuition, 1d4 to Vitality, 1d6 to Power.


Studious- You have studied all your life! After all, knowledge is power. Where you may falter physically, you exceed in understanding, and sometimes knowing is half the battle. 1d4 to Intuition, 1d4 to Social, 1d6 to Smarts.


Uneventful- Things are kinda boring for you, not that you can complain. Good education, good house, good food, good family. But sometimes you wonder if there is something more out there. Something you are missing... 1d4 to Vitality, 1d4 to Social, 1d6 to Smarts.



As described back in the previous Techniques section, techniques are a particular action a character is good at. In regards to techniques for character creation, all techniques should be something specific they had to learn either through their occupation or in pursuing their talent.

When homebrewing a technique you shouldn’t be too vague (Ex. “Bob rolls better when doing actions that involve running.”) or too specific (Ex. “Bob rolls better when vaulting fences”) otherwise they would be too useful or too useless.

Consider what the character was doing in their pursuits and how it can be applied to more than just that moment.

(Ex. “Bob was a steeplechase athlete, and therefore roles better in situations where he must run and then jump.)


Strategist- Your rolls are improved when in a situation that calls for coming up with a convoluted plan of action. This might be used to make NPCs more inclined to listen to your ideas.


Poison Immunity- Your rolls are improved when rolling against the “Poisoned” status.


Healer- Someone hurt, sick or dying? Your rolls are improved when trying to treat them.


One with Nature- Rolls are improved when attempting to identify something in the wilds.


Thievery- Rolls are improved when attempting to steal an object. (Note, only works when you are first stealing the object, not when you already have it)


Speed Reader- Rolls are improved when a character is trying to find information via reading. Does not necessarily need to be a book. Can be a newspaper, notes, receipts, ect.


Creative Thinker- Rolls are improved when the character uses artistic means to solve a problem, such as dance, acting, painting, or music.


Sprinter- Rolls are improved for when the character is trying to catch up to someone or something via running.


Lifter- Rolls are improved when the character needs to use their arms specifically to over power something strong or lift something heavy.


Sweet Talk- Rolls are improved when the character uses compliments in their attempts to get what they want.


Like a Ghost- Rolls are improved when the character has to do something very swiftly and quietly.


Empath Detective- Rolls are improved when the character is trying to figure out either the feelings of an individual, or what the motivations behind an individual's actions are.


Spot the Difference- Rolls are improved when the character is trying to see if something seems off or wrong in a scene.


Character Sheet:



Does this game need visual aids such as game peices and a game board?
No. However, visual aids can be used to make the game more enjoyable or help keep track of what is happening.