The Travellers’ Companion

A co-operative narrative tabletop RPG. The world, the rules, everything you need at the table, and the story so far.

Core rules

Download the full rules as a PDF to print or read offline. First-pass freestanding rules. Combat tests use a D6, narrative tests use a D10. Meet or beat the target number.

The core mechanic
TestDieStatsUsed for
Tabletop testD6Quality, DefenceHitting and blocking in combat
Narrative testD10Strength, Dexterity, WillClimbing, persuading, hacking, sensing, casting
Challenge rollD10 vs GM dieAny stat as specialtyNew, ambiguous or contested actions

Modifiers are +1 or −1 and never stack beyond ±2. A natural 1 always fails; a natural 6 on a D6 or 10 on a D10 always succeeds. Only roll when failure would be interesting.

Narrative tests and challenge rolls
ResultOutcome
Beat the target by 3+Strong success: it works, plus a clue, advantage or wild die.
Meet or beatSuccess.
Miss by 1Success at a cost: noise (+1 Threat), a wound, lost gear or a worse position. The player may fail instead.
Miss by 2+Failure. The situation moves on.

Challenge roll. The player names the best-fitting stat. The GM picks a challenge die: D6 for easy, D10 for standard, 2D10 keep highest for very hard. The player rolls a D10, or two D10 keeping the highest if that stat is 4+. Higher wins. On a tie, the player chooses: succeed at a cost, or fail cleanly.

Wild dice

The GM awards wild dice for playing to your drive, great descriptions, giving a villain their moment, accepting a complication, or a strong success. Aim for one or two per player per session.

Spend one per test, before or after rolling: add one die of the test’s type and keep the best, or add it as an extra attack die. Hold up to 3. Unspent dice carry over. You can give one to another hero if it makes narrative sense.

Wounds and Toughness

Wounds are how much harm you take before going down: 5 for a standard hero, 9 for The Traveller. They return between scenes or through powers and kit.

Toughness (4 for a standard hero) refills each scenario. Spend 1 to cancel 1 wound as you take it. Spend 2 for a third action once per round. Spend 2 to reroll a failed narrative test. The Rest action restores D3.

Structure of play and Threat

Exploration mode. No strict turn order. Each hero moves about 6" and tries one test per GM beat. Threat +1 at the end of each beat.

Combat mode. 1) Everyone rolls a D10 for priority; the GM rolls for Threat. 2) Players and GM alternate activating one model at a time; each takes 2 actions. 3) End phase: resolve heroes who are down, fire and story beats. Threat +1.

Threat. At the start of each round or beat the GM rolls a D10. If it’s equal to or under Threat, an event triggers, then Threat drops by 2.

ThreatTypical event
1–3Minions arrive, or a hazard
4–6An elite arrives, or the villain appears to taunt
7+The villain or a horror enters the fight
Actions
ActionEffect
MoveUp to 6". Two Moves is a run.
ShootAttack a visible target in range (D6).
FightAttack an enemy in base contact (D6).
ChargeMove 6" into contact and Fight. Uses both actions.
NarrativeA narrative test or challenge roll (D10).
CastUse one power or drill.
HoldShoot the first enemy to move into sight before your next activation.
RestRestore D3 Toughness. Not in base contact.

Shoot, Fight and Cast can’t be taken twice in one activation. Talking is free. Leaving base contact lets each enemy touching you make one free attack with 1 die.

Combat and weapon traits

Roll one D6 per attack against Quality. The defender rolls one D6 per hit against Defence, adding the weapon’s AP to their target. Each unblocked hit is 1 wound; Toughness cancels wounds one for one. Cover gives +1 Defence against shooting. Long range (over half) is −1 to hit. Each extra enemy in a fight gives the attackers +1 to hit, to +2.

TraitEffect
AP(X)Add X to the target’s Defence number.
Deadly(X)Each unblocked hit causes X wounds.
ArtefactOnce per scenario, overcharge for +1 attack die and +1 AP. On a natural 1 to hit, or after an overcharge, it falters until repaired (Narrative action, Dexterity or Will).
ReliableReroll one missed hit die per attack. Never falters or gets disabled.
Explosive(X)Each hit becomes X hits, shared among the target and models within 3". Not in base contact.
FlameIgnores cover. An unblocked hit sets the target on fire: each End phase roll a D6, 1–2 it goes out, 3–6 take 1 wound. An action puts it out.
Powers and drills

Powers are a Will test (drills use Dexterity). Level 1 casts on your stat, level 2 on stat +1, level 3 on stat +2. On a natural 1 it fails, Threat +1, and the peril applies.

Pilgrim priests. A Pilgrim may take one Cleric power, cast on their own Will.

Going down and injury

At 0 Wounds a hero is down. An ally in contact can revive them with a Narrative action (Will or Dexterity): success stands them with 1 Wound. Still down at the end of the following round? Roll a D6 after the scenario.

D6Lasting injury
1Grievous wound: −1 to one stat until healed in downtime.
2Shaken: start next scenario with half Toughness.
3–5Scarred: describe the scar.
6Touched by fate: start next scenario with a wild die.
Experience and levelling up

At the end of each mission, every hero who took part earns experience (XP):

ForXP
Taking part1
Victory / partial victory+2 / +1
Playing to their drive (the table agrees)+1
Hero of the hour (one per mission, by vote)+1

Heroes reach level 2 at 4 XP, level 3 at 9, level 4 at 15 and level 5 at 22. Each level gives one advance: the next power or drill, +1 Wounds or +1 Toughness (twice each at most), a D10 stat improved by 1 (once each, never better than 3+), Quality or Defence improved by 1 (once each, never better than 4+), or a talent.

Heroes who are down at the end of a mission roll on the injury table. The Traveller never levels up. Instead, as the campaign goes on, he remembers.

Bestiary: cults and factions

Each lesser god has a bright cult (allies, rivals, Pilgrim patrons) and a dark cult (enemies). Use the tier stats under Enemies, swap in the cult’s models, and apply its cult rule. Elites and above carry the cult’s trait.

The Traveller

Roll a D10 at the start of each round. He uses Toughness only as armour.

Enemies

A good fight for 3–4 heroes is about 6 minions, or 3 minions and an elite, plus a boss for the finale. Without a GM, roll a D6 per enemy: 1–2 take cover or hold, 3–5 advance and shoot (or charge if in range), 6 charge the nearest hero.