An official supplement for Humanity, Blessed that expands the rules for more Endeavors

Humanity,

Endeavored

CC BY:NC:ND Version

v0.0.25.0

snotskie.

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© 2025 snotskie

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DOI: 10.5281/zenodo.14673714

Contents

Table Advice

Using d20s

Humanity, Blessed only uses dice of size d2 through d10. However, sometimes you may want to use a d20 instead. Perhaps you've collected a fun set of d20s, you're controlling many characters at once, or you don't want to reveal NPC Stat Dice sizes.

Whatever the case, you may use the d20 Conversion table below to approximate this game's dice. Note how d20 values are converted for the d6 and d8, which allow it to behave within about 5% of those dice.

d20 Conversion

d20 5 6 7 8 9 10 11 12
d10 5 6 7 8 9 10 1 2
d8 5 6 7 8 1 2 3 4
d6 5 6 1 2 3 4 5 6
d4 1 2 3 4 1 2 3 4
d20 13 14 15 16 17 18 19 20
d10 3 4 5 6 7 8 9 10
d8 5 6 7 8 1* 3* 5* 1*
d6 1 2 3 4 5 6 5* 1*
d4 1 2 3 4 1 2 3 4

* Or redo the roll.

Endeavors

Multiple Tracks

Some Endeavors are complex, spanning a large field or pulling the players and their allies in different directions, like when vampires attack two parts of the city at once. Such situations can be represented with multiple tracks.

Nearby Influence Only: Characters and effects can only interact with characters on the same track as them.

Changing Tracks: As an action, you may change tracks. Doing so resets your position to 0. Some Endeavors may require a Check for this action.

All Tracks are Connected: Regardless of narrative distance, for simplicity all tracks are equally "connected." You may change from any track to any other track with a single action.

⏩ Rush Endeavors

Some scenes call for something between a Monstrous Endeavor and a Racing Endeavor, where the player characters must charge in and stop the enemy before they complete their plans, such as catching a thief before they can escape with a powerful artifact or infiltrating a star base before it can fire a large laser.

These can be performed like a Monstrous Endeavor, with the following adjustments:

Goal: Move all your opponents to position 0 before they can complete their scheme or foil your plans.

Charge Leader: Before the first round, elect a "charge leader" from among you and your allies. Only the charge leader and the opponents are considered for determining who takes special actions.

Foiling: When a charge leader is "foiled," another ally becomes the charge leader instead. Once you are foiled, you cannot become the charge leader again. Your opponents do not automatically win if your entire side has been foiled, but your victory will be much more difficult.

Simpler Turn Order: The charge leader acts first. If there is no charge leader, monstrosities act first.

As Usual: Actions, ally special actions, and buttons—these are as usual for a Monstrous Endeavor. However, monstrosities use the following special actions instead.

Rush Monstrosity Special Actions

Plot Victory Special Action Foil the charge leader. Then for each Recovery button your side has activated, add a Scheme button at the first position at or above your current position without one already.
Declare Victory Special Action If there are 10 or more Scheme buttons in a row, remove all opponents from the Endeavor.

💣 Stealth Endeavors

Some campaigns or sessions may involve prolonged tension where the player characters attempt to sneak past guards, escape a prison, perform a heist, or so on!

These are performed like any other Endeavor, with the following adjustments, action options, and buttons:

Efficiency and Progress: The symbol X represents your "efficiency" for the round, such as efficiency at stealth, charisma, or so on. Your temporary Blessings represent your immediate "progress."

The Eye: The opposing side is represented by the "Eye." When the Endeavor begins, the Eye is in "warry mode," on the lookout for you and your fellow "rogues." However, once the Eye has been alerted, it will enter the much more dangerous "wake mode." For the sake of rules, the Eye is a character, but it has only a single Watch Stat, has no track position, it cannot be Attacked directly, and its Watch Stat is never spent.

Setup: You and your fellow rogues begin at position 0. At the top of the first round, the lay of the land will be provided at table discretion for the guarded area, including any rooms, halls, obstacles to climb or hide behind, locking and security mechanisms, and so on. The Eye's defenses in those areas are represented by Alarm buttons, actions the rogues need to complete are represented by Objective buttons, exit points are represented by Escape buttons, and places safe from danger are represented by Sanctuary buttons. As the Endeavor progresses, additional areas may become available, each with their own track and lay of the land.

Goal: Remove all Objective buttons and escape without alerting the Eye.

Rogue Actions

Interfere Heart/Home/Hurt Use your Action Die to perform a Check or Attack to find or create weakness in the Eye's defenses. On a success, choose an Alarm button within X spaces of your position and remove it from the Endeavor. On a Maximum Success, also remove all Alarm buttons that were contiguous with it.
Misdirect Head/Hand/Hurry Use your Action Die to perform a Check or Attack to stall or evade the Eye's plans. On a success, steal X temporary Blessings of your choice from it. It then gains a number of new temporary Blessings equal to the amount it lost, without bumping.
Move Use your Action Die to perform a Check or Attack to move yourself toward your objective or away from danger. On a success, move up or down by X. You may not move as a group this way.
Cover Delay your action so you can Help another character who has not acted this round or so they can Help you. This Help may be used to decrease X values instead of increasing them as usual.
Work If you begin your turn on or next to an Objective button, use your Action Die to perform the Objective button's Check. On a success, add X Scheme buttons at the first positions at or above the Objective button's position without one already. Then remove the Objective button if every position from it to the next Objective or Escape button has a Scheme button.

Rogue Special Actions

Quicken Special Action You and up to X allies may each take an additional action during the next round.

Eye Actions

Search Warry Randomly choose X positions in 1–20. Add Alarm buttons at those positions.
Scan Warry Randomly choose up or down. Move all Alarm buttons in that direction by X.
Awaken Wake Replace each Alarm button with Wound buttons at the same positions, distributed as you wish between your opponents.
Wound Wake Wound an opponent and gain X temporary Blessings.

Eye Special Actions

Sweep Special Action Warry Choose two Alarm buttons that have no Alarm buttons between them. Add temporary Alarm buttons to all positions between them, removed at the end of next round.
Clean Special Action Wake Remove all opponents with three Wound buttons in a row from the Endeavor. Then wound each remaining opponent.

Stealth Buttons

AlarmType: Global. Activation: Activated when you end your turn on it. Effect: The Eye enters wake mode. Passive: When a rogue fails a Check or Sparks a roll, add an Alarm button above this one if there is not one there already. Cumulative: Alarm buttons that would move to or be placed at a position outside 1–20 instead move up or down by 20 until in that range. If multiple would move to or be placed at the same position, all but the oldest there are removed.
ObjectiveType: Global. Activation: None. Effect: None.
EscapeType: Global. Activation: Activated when you move onto it. Effect: You may safely remove yourself from the Endeavor.
SanctuaryType: Global. Activation: Activated when you perform an Attack while on or next to it. Effect: Remove this button. Passive: You do not activate Alarm buttons while on or next to this button.
SchemeSee Monstrous Endeavors.
WoundSee Monstrous Endeavors.

🎖️ Unit Endeavors

Some campaigns or sessions may involve prolonged contests between "units" operated or led by the player characters and their opponents, such as ship-to-ship combat, a battle of the bands, or cheering on your magical creatures!

These are performed like any other Endeavor, with the following adjustments, action options, and buttons:

Sync and Energy: The symbol X represents how "in sync" you are with your allies, and your temporary Blessings represent your accumulated "energy."

Units: "Units" are characters with a single Unit Stat, no track position, its Unit Stat is never spent, and they can only Attack and be Attacked by other units. Each unit has a track, which ends at the position equal to the unit's Unit Stat Die size. Anything placed or moved beyond this is placed at the last track position instead. You and your fellow "operators" begin at position 0 on your unit's track. Effects may extend your unit's track during the Endeavor. If a unit is removed from the Endeavor while you're on its track, perform a Check to move to a different track. On a failure, you are removed from the Endeavor too.

Unit Actions: All operators use the Ally Actions from Monstrous Endeavors. Units do not have a turn as normal. Instead they act when they receive Help, at most X times per round, using their Unit Stat Die. Units can't take special actions but still gain temporary Blessings.

Unit Size: It is one rank more difficult to Attack a unit that has a smaller Unit Stat Die or to move to the track of a unit that has a smaller Unit Stat Die.

Hits: When a unit is "hit," choose a random position on its track. Add a Hit button there if one is not there already.

Goal: Place three Hit buttons in a row on your opponents' units' tracks before they do the same to yours.

Unit Actions

Attack Violent Use your Action Die to violently Attack up to X opposing units. On a Maximum Success, hit them each X times. On other successes, hit them each once.
Non-violent Use your Action Die to non-violently Attack up to X opposing units. On a success, steal a total of X temporary Blessings of your choice from among them and characters on their tracks. They do not regain the amount lost as usual.
Channel Release your stored energy by giving your temporary Blessings to allies on your track, distributed however you choose.

Operator Special Actions

Rally Special Action You and your allied operators on the same track as you may move down any total amount. If you are on an allied unit's track, extend the track by the amount moved this way. If you are on an opposing unit's track, choose opposing operators to move down by a total of the amount moved this way.
Sally Special Action If you are on an allied unit's track, using that unit's Action Die to determine X, remove up to X opposing units with three Hit buttons in a row from the Endeavor, then hit up to X remaining opposing units.
Tally Special Action If you are at position 30 or higher on an allied unit's track, choose an opposing unit to remove from the Endeavor.

Unit Buttons

HitType: Global. Activation: Activated when you move off it. Effect: Decrease your remaining movement by 1, to a minimum of 0. Cumulative: If multiple Hit buttons would move to or be placed at the same position, all but the oldest there are removed.
ShieldType: Global. Activation: When a Hit button would be placed on it. Effect: Remove this button instead.

Specialization Options

Hidden Specialization
Effect: Once per Stealth Endeavor as an action, you may use your Action Die to perform a Check to find or create a safe place. On a success, add a temporary Sanctuary button at your location, removed X rounds from now at the end of the round.
Hijacked Specialization
Effect: Once per Stealth Endeavor as an action, you may use your Action Die to perform a Check to hijack the Eye's defenses. On a success, choose an Alarm button within X spaces of your position. That button no longer activates and you may take the Work action as though you were at that button's location.
Stubborn Specialization
Effect: Once per Rush Endeavor when you would be foiled, you may instead exhaust your spent Stat Die until the end of the Endeavor. Exhausted Stat Dice cannot be regained.

Printables

The following pages contain a printable Endeavor track for one character and reminder cards for Endeavors. The digital version of this page also contains buttons for printing this book in a number of color and black & white formats.

1 2 3 4
8 7 6 5
9 10 11 12
16 15 14 13
17 18 19 20
24 23 22 21
25 26 27 28
32 31 30 29
33 34 35 36
40 39 38 37
🧠
✌️
💕
👿
⚠️

Rounds All Endeavors

  1. Choose Action Die
  2. Gain X Temp Blessings (TB): Disappear when you take Special Action.
  3. Turn Order: Start with who has least TB. Rush: Start with charge leader.
  4. Special Action: Who ends round with most TB takes Special Action. Rush: Count only charge leader, opponents.
  5. Spend or Skip: Spend Action Die, or skip next round to regain all already spent.

Ally Special Actions Monstrous/Rush

  • Perform Combo: Move up by X. You and allies may move down any total. Choose opponents to move down by same total.
  • Declare Victory: If at 30+, choose opponent to remove.

Racer Special Actions Racing

  • Overcome: Move up by X, ignoring one Terrain.

Ally Actions Monstrous/Racing/Rush

  • Violent Attack: 👿 Attack 1–X opponents. Maximum Success: Remove one of them. Other Successes: They move down by X total.
  • Non-violent Attack: 🧠✌💕 Attack 1–X opponents. Success: Steal X total TB from them. They re-gain amount lost, without bumping.
  • Advance: Not 👿 Check. Success: Move up by X.
  • Protect: ☕⚠ Check. Success: Relevant Attacks one rank more difficult until end of next round.
  • Pass: Delay turn to get/give Help.
  • Unique Skill: Spend ⊜⊜. Take two other actions.
  • Change Tracks: If applicable, move to 0 on another track.

Fatigue Racing: Gain Fatigue when you spend TB. End of round, Check. Success: Remove it. Fail: Exit race.

🧠
✌️
💕
👿
⚠️

Rounds All Endeavors

  1. Choose Action Die
  2. Gain X Temp Blessings (TB): Disappear when you take Special Action.
  3. Turn Order: Start with who has least TB.
  4. Special Action: Who ends round with most TB takes Special Action.
  5. Spend or Skip: Spend Action Die, or skip next round to regain all already spent.

Rogue Special Actions Stealth

  • Quicken: You and 0–X allies take +1 action next round.

Alarms Stealth: Add more Alarms when you fail or Spark. Trip Alarm when end turn on it.

Rogue Actions Stealth

  • Interfere: 💕☕👿 Check or Attack. Success: Remove Alarm within X spaces of you. Maximum Success: Remove Alarms contiguous with it.

  • Misdirect 🧠✌⚠ Check or Attack. Success: Steal X total Blessings from the Eye. It re-gains amount lost, without bumping.

  • Move: Attack or Check. Success: Move up or down by X, alone.

  • Cover: Delay turn to get/give Help, which you may decrease X with.

  • Work: If by an Objective, Check. Success: Add X Schemes.

🧠
✌️
💕
👿
⚠️

Operator Actions Unit

  • Violent Attack: 👿 Attack 1–X opponents. Maximum Success: Remove one of them. Other Successes: They move down by X total.
  • Non-violent Attack: 🧠✌💕 Attack 1–X opponents. Success: Steal X total TB from them. They re-gain amount lost, without bumping.
  • Advance: Not 👿 Check. Success: Move up by X.
  • Protect: ☕⚠ Check. Success: Relevant Attacks one rank more difficult until end of next round.
  • Pass: Delay turn to get/give Help.
  • Unique Skill: Spend ⊜⊜. Take two other actions.
  • Change Tracks: Check. Success: Move to 0 on another unit. If to a smaller unit, harder.

Removal Unit: If on unit when it's removed, Check. Success: Change tracks. Fail: You're removed.

Unit Actions Unit: Acts X times, but only when Helped.

  • Violent Attack: Attack 1–X units. If vs. a smaller unit, harder. Maximum Success: Hit each X times. Other Successes: Hit each once.
  • Non-violent Attack: Attack 1–X units. If vs. a smaller unit, harder. Success: Steal X total TB from them and opponents on them. They don't re-gain.
  • Channel: Give your TB to allies on you.

Operator Special Actions Unit

  • Rally: You and allies on same unit move down any total. If on allied unit, extend unit by same total. Else, choose opponents there to move down by same total.

  • Sally: If on allied unit, remove 1-X units with 3 hits in a row. Then hit 1-X units. Uses your unit's X.

  • Tally: If at 30+ on allied unit, choose unit to remove.

Index

Options

Tables