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

Humanity,

Endeavored

CC BY:NC:ND Version

v0.0.23.10

snotskie.

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DOI: 10.5281/zenodo.14673714

Contents

Tips and Tricks

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: You and your effects can only interact with characters in the same track as you.

Changing Tracks: As an action, you may change tracks. Doing so resets your position to 0.

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: Turn order moves clockwise, with the charge leader acting 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 1. 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

Attack Violent Hurt Use your Action Die to violently Attack 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.
Non-violent Head/Hand/Heart Use your Action Die to non-violently Attack the Eye's defenses. 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 Not Hurt Use your Action Die to perform a Check 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 Home/Hurry 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 the button to the next Objective or Escape button has a Scheme button on it.

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 Add an Alarm button at a position without another button or character already.
Scan Warry Choose up or down. Move all Alarm buttons in that direction by X.
Awaken Wake Replace each Alarm button with Wound buttons (see Monstrous Endeavors) 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 another 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 one 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.

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.

Index

Options

Tables