Humanity, Endeavored

Supplement for Humanity, Blessed: TTRPG

CC BY:NC:ND Version

v0.0.20.0

snotskie.

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If you publish your own works that use this system, please clearly label them on the cover with the phrase Humanity, Blessed ⊜ Community Content and include a link to the most recent stable version, at https://snotskie.github.io/ttrpg/

© 2025 snotskie

snotskie.com

DOI: 10.5281/zenodo.14673714

Cover typography: Bebas Neue, by Ryoichi Tsunekawa

Contents

Tips and Tricks

Using d20s

Humanity, Blessed only uses dice of size through . However, sometimes you may want to use a instead. Perhaps you've collected a fun set of s, 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 Conversion table below to approximate this game's dice. Note how values are converted for the and , which allow it to behave within about 5% of those dice.

d20 Conversion

d20 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
d10 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
d8 5 6 7 8 1 2 3 4 5 6 7 8 1* 3* 5* 1*
d6 5 6 1 2 3 4 5 6 1 2 3 4 5 6 5* 1*
d4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4
d2 Treat odd as 1, even as 2.

* Or redo the roll.

Endeavors

⏩ 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 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, and it is never reversed. If there is no charge leader, monstrosities act first.
  • As Usual: Actions, ally special actions, buttons, and resolving of ties—these are as usual for a Monstrous Endeavor. However, monstrosities use the following special actions instead.

Rush Monstrosity Special Actions

Plot Victory Special Action Spend all your temporary Blessings and 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, spend all your temporary Blessings and 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:

  • 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, and it cannot be Attacked directly.
  • Setup: You and your fellow rogues begin at position . 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 without alerting the Eye.

Rogue Actions

Attack Violent Hurt only. Use your position roll to violently Attack the Eye's defenses. On a success, choose an Alarm button within the standard amount 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 Not Hurt. Use your position roll to non-violently Attack the Eye's defenses. On a success, steal a number of temporary Blessings from it equal to the standard amount.
Move Not Hurt. Use your position roll to perform a Check to move yourself toward your objective or away from danger. On a success, move up or down by the standard amount.
Cover Any Stat. Skip or 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 increase or decrease standard amounts instead of increasing rolls as usual.

Rogue Special Actions

Quicken Pace Special Action Spend all your temporary Blessings. You may take an additional action during your next turn.

Eye Actions

Search Warry mode. Add an Alarm button at a position without another button or character already.
Scan Warry mode. Choose up or down. Move all Alarm buttons in that direction by the standard amount.
Awaken Wake mode. Replace each Alarm button with Wound buttons (see Monstrous Endeavors) at the same positions, distributed as you wish between your opponents.
Wound Wake mode. Wound an opponent.

Eye Special Actions

Sweep Defenses Special Action Warry mode. 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.
Engage Sentry Special Action Wake mode. 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: Any Alarm buttons that would move to or be placed at a position outside 1–20 instead move up or down by 20 until they are in that range. If multiple Alarms would move to or be placed at the same position, all but one at that position are removed.
ObjectiveType: Global. Activation: Activated when you end your turn on or next to it. Effect: As an action on your next turn, you may use your position roll to perform this button's Check. On a success, remove this button.
EscapeType: Global. Activation: Activated when you move over 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.

Specialization Options

Hidden Specialization
Effect: Once per Stealth Endeavor as an action, you may use your position roll to perform a Check to find or create a safe place. On a success, add a temporary Sanctuary button at your location, removed the standard amount of rounds from now at the end of the round.

Index

Options

Tables