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2D10 ROLEPLAYING GAME | designed by nathan j. hill | http://mysticages.

com | 2016 mystic ages publishing |

2D10 is a free, fast, action-oriented to 18. Add both dice together then add your start another turn. Counter actions do not
roleplaying game. To play, youll need selected attributes value. count as a turn.
imagination, friends, and ten-sided dice. Fourth, compare your heros result to the Hand-to-hand combat might use Prowess.
Difficulty Rating for the action. For most Wizard duels might use Acuteness.
CREATING A HERO actions that do not involve an enemy foe, the Debates might use Magnetism.
First, brainstorm a concept for your hero DR is 15. If the action involves an opponent,
that fits the setting. Who is she? What is his
GIVING AND TAKING DAMAGE
compare your result to your enemys counter
story? What makes her special? action. For example, an attack by a hero If your hero succeeds in harming his
Second, distribute 14 points among your might be countered by a defensive maneuver opponent, the amount of damage dealt is
heros 3 attributes. Attributes are three broad from his opponent. equal to the difference between your heros
descriptors that define a heros overall Fifth, if your result is higher than the DR or result and the difficulty rating. For example, if
physical, mental, and social capacity. Each your opponents result, your action is your hero had a result of 18 and the DR was
begins at 0, cannot have a negative value, and victorious. If it is lower, than your action has 15, the attack would deal 3 damage.
cannot exceed a maximum of 7 during failed. If it is a tie, your heros action succeeds This difference can also be used to define
character creation. but barely. The GM and players can narrate other effects - how many turns an opponent is
Prowess represents your heros physical the outcome of an action. unconscious, how many guards are distracted
strength, athleticism, and agility. Reginald grabs the orc chieftain by the by an illusion, or how long it takes to heal.
Acuteness represents your heros mental throat and dangles him off the cliff. He rolls All heroes can take damage equal to their
capacity, education, and cleverness. 2d10, gets a total of 9, and adds 7 from his Prowess before being Wounded. While
Magnetism represents your heros Prowess. His result is 16, 1 above the DR wounded, a hero cannot make use of any
leadership, attractiveness, and gift for gab. of 15, meaning his action is a success. The feats. If a wounded hero takes an additional
Third, choose an occupation, a chieftain, with a look of fear, soils himself. amount of damage equal to his Prowess, he
representation of the heros training, becomes unconscious and must eventually be
education, and experience. Examples include
OCCUPATIONS revived. Heroes get to choose when and
soldier, private investigator, starship pilot, If your heros action involves her where they die, so if such an epic event fits the
wizard, petty thief, psychologist, librarian, and occupation, add your selected attributes story, the player gets to joyfully describe their
hunter. Your heros occupation should match value again. For example, if you hero was hero going out in a blaze of glory.
the setting and be something reasonable and using his Magnetism of 5 in an action with his HOOKS
narrowly defined. For example, the greatest occupation of Diplomat, you would add an
additional 5 to your roll. Opponents and In epic, inspiring stories, heroes are
sorcerer in the world is not a suitable constantly hooked into adventure. For a
occupation. If unsure, work with your GM. villains may also make us of occupations,
even in counter actions. GM, hooks are a great tool to help launch a
Fourth, choose a single feat. A feat is an story with instant drama and action. For
offensive, defensive, magical, or superhuman FEATS example, one GM could open an adventure
act or gift. Examples include mighty blow, If your heros action makes use of his for a hero like Reginald with the discovery of
natural born mechanic, master of disguise, feat, roll an extra D10. Add the two highest orc tracks at the edge of a destroyed farm,
golden tongued orator, stone skin, dice results for your action. For example, if more than enough to plunge the revenge-
blinding speed, mind fortress, and fire Reginald ambushed an orc party, using his minded hero on a new quest. For players,
breather. Be sure the feat matches the setting feat, arrow to the skull, to take down the hooks shape their heros destiny, legend, and
and the feats of other heroes. If in doubt, leader warrior, he would roll 3D10. If his result arc. Will they seek to overcome, fulfill, or
consult your GM. was 4, 7, and 3, Reginald would add the 4 and embrace it? Once per game, a hero, usually in
Fifth, choose your hook. In a few words, 7 together, discarding the 3. a desperate situation, can use his hook to re-
describe a flaw, fear, or passion that fuels your
hero. Examples include never leave anyone
SPECIAL ITEMS roll an action. The action must connect with
his hook in a significant way. Re-roll all dice,
behind, find my parents, hates to be called Typical equipment, weapons, and armor
even if they are from feats or special items.
chicken, settling the score, overthrow the are useful to heroes but have no special use
Reginald curses as his attempt to find the
king, help the weak, defend my honor, in play. Magical, sophisticated, or expert-
tracks of the orc band in the blinding rain
and on the run. crafted items do. If your hero obtains one, it
meet with failure. Sinking to his knees, he
REGINALD: Reginald is a stubborn serves as an additional feat but only
is ready to give up but feels a rush of
farmers son, hunting down the orc band applicable to one particular attribute. When
anger well up in him. He clambers back
that took his mother and ravaged his farm. used for its intended purpose as part of an
to his feet. His player decides to invoke
Prowess: 7, Acuteness: 4, Magnetism: 3. action, roll an additional D10. Once again, no
his heros hook and roll again.
Occupation: Hunter. Feat: arrow to the matter how many dice you might roll, keep the
skull. Hook: Orcs are scum. two highest results for your action. Example GROWING AS A HERO
items should list the particular attribute, like In between sessions, heroes may grow
ACTIONS
shield of courage (Prowess), alien repair by learning new occupations or gaining feats.
Your hero will encounter grave evil, battle tool (Acuteness), or fedora of the Learning a new occupation requires training
those who aim to do her harm, solve mind- archaeologist (Magnetism). with a teacher, professional, or mentor for an
bending puzzles, win over reluctant allies, and
perform tasks of daring physical and mental CONTESTS extended period of time. This should happen
Tense battles, persuasive stories, or only when it makes sense to the ongoing
fortitude. These are called actions. Follow the
psychic duels are examples of contests when story of your adventures. Feats are gained
steps below to resolve such daring actions.
heroes and enemies take turns hitting, after heroic actions or events that save lives
First, describe your heros action. The
convincing, or scarring each other. When a or greatly alter the setting. In both cases,
more creativity you put into the it, the more
contest occurs, each hero and enemy gets players and the GM should suggest moments
exciting and engaging the story.
one turn to act. Depending on the type of in the story when it makes sense for either to
Second, select the attribute that closest
contest, the hero or opponent with the highest happen, reflecting a heros progress toward
matches the action.
applicable attribute goes first until all have greatness.
Third, roll 2D10. Remember to count a 0
as a zero, giving you a range anywhere from 0 taken an action. If the contest is not revolved,

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