KING
Wounds System Edition
A classless tabletop RPG of crowns, thrones, and lasting wounds. Checks roll a pool of d6s. Attacks roll d20 + stat modifier + weapon bonus, and a hit rolls your Tier die.
- Vitality 3 + Tier
- Vigor Tier + Heart mod
- Attack d20 + mod + weapon
- Creatures 745
Read the book
- I
Rules
Dice pools, the combat round, wounds and death. The rules as written.
FundamentalsCombatManeuvers & DeedsResourcesDeath & Danger
- II
Character
Creation step by step, races, paths, and the sixteen Thrones.
CreationRacesPathsThrones
- III
Martial Trees
One ability per tree, growing at every Tier, with two Deeds.
OverviewBrawlerBerserkerWrestlerGuardian
- IV
Mystic & Spells
Prophet, Wizard, Druid, Invoker, Psion, Martial Artist, and both spell lists.
OverviewProphetWizardDruidInvoker
- V
Skill Trees
Non-combat mastery. Twenty-four trees across eight categories, six advancements each.
OverviewUnderworldWildernessScholarlySocial
- VI
Equipment
Weapons, armor, gear, and what each one costs you.
Equipment
- VII
Bestiary
Every creature with a full statblock, filterable by tier, role, and type.
All CreaturesGM Guide
- VIII
Advancement
Levelling, tier gates, and the tables a GM reaches for.
Advancement
At the table
Three layers of health
Vigor
A shield that refills at the start of every combat, and each point negates one incoming point of harm. At the start of your turn you roll exploding d4s equal to your Tier, and every 4 restores a point. The cap is Tier + your Heart modifier, so it never becomes a second health bar.
Vitality
A small pool: 3 + Tier for a player character. A hit that gets past Vigor costs whatever the attacker rolls on their Tier die, d4 at Tier 1 up to d12 at Tier 5, and a critical hit rolls two of them. Rank-and-file Minors skip the roll and deal flat Tier.
Wounds
Pushed past zero Vitality, a player character spends a wound instead of dying. Second Wind refills Vitality and Vigor and negates the rest of the hit, and the wound is a lasting injury. Wound capacity equals Tier. With no wound left to spend you die: there is no dying state to be rescued from, so help has to arrive before the killing blow.