JOINERY
The interface is in Ukrainian for now — English is on the way.

Daggerheart in two minutes.

A fantasy tabletop RPG from Darrington Press about heroes, Hope and Fear. The first system Joinery supports.

Hope and Fear.

Every check is two d12s: Hope and Fear. The total against the Difficulty says whether you succeed. The higher die sets the tone: with Hope the hero gains Hope, with Fear the GM gains Fear. Doubles are a critical success.

Your abilities are cards.

Each class opens two of ten domains; the tenth, Dread, comes from Hope & Fear. Every level the hero takes a new card: a spell, a technique or a trick.

Hero creation, the “Class and subclass” step: thirteen class cards, the “Your hero” panel with derived values on the right (interface in Ukrainian)

Thirteen classes.

Nine core classes: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard. Four from Hope & Fear: Assassin, Brawler, Warlock, Witch. Each has two subclasses.

SRD

  • Bard
  • Druid
  • Guardian
  • Ranger
  • Rogue
  • Seraph
  • Sorcerer
  • Warrior
  • Wizard

Hope & Fear

  • Assassin
  • Brawler
  • Warlock
  • Witch
The log: Fear 12 of 12, a spell wave of Chain Lightning and adversary reactions (interface in Ukrainian)
The Fear bar: 12 tokens and a Spend button (interface in Ukrainian)

The GM plays too.

Fear is the GM's currency: interrupt a turn, give adversaries extra moves, trigger their features. The more Fear, the closer trouble gets.

A hand of domain cards above the hero panel and the Chain Lightning pop-up

What's already in Joinery.

13 classes and 26 subclasses, 10 domains and 210 cards, 24 ancestries, 15 communities, equipment, 275 adversaries and 47 environments, all wired into the table's rules.

Try it without the book.

Play for free