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A Historical Low-Fantasy OSR Rulebook

A Historical Low-Fantasy OSR Rulebook

WRITING & CONCEPT


Andre Novoa

ART WORK
Offworld Bogil Initiative
17th CENTURY MINIMALIST
A Historical Low-Fantasy
OSR Rulebook

AUTHOR: Andre Novoa


ART WORK: Offworld Bogil Initiative
ISBN: 978-989-54641-0-4

LAYOUT/DESIGN: lina&nando
PRINTED IN PORTUGAL
PRINTER: Diário do Minho
DEP. LEGAL: 464837/19
[First Printing: 500 copies]

ALL RIGHTS RESERVED


GAMES OMNIVOROUS
© 2020
AUTHOR’S NOTE

Hello.

This was originally the homebrew system for historical, low-fantasy settings that I
kept using at my gaming table. People seemed to have good fun with it, so here it is,
redesigned, published and beautifully decorated with unique art by Offworld Bogil
Initiative. This system is fit for both seasoned players and beginners. It can be used
to play quick one-shot sessions, as it cuts the rules down to their essence and allows
character generation in under five minutes. It can also be used to play small historical
campaigns set in Europe somewhere in the 17th century.

There are swords and daggers and bows. But there are also pistols.

Classes are based on what you’d expect to be tagged as “outcasts” in Early Modern
Europe: low-life vagrants and vagabonds that wander around as merchants, plague
doctors, mercenaries, jugglers or hired assassins, jumping across kingdoms and
royal courts, entertaining, tricking and murdering people.

There is no magic in this system. The talents of plague doctors can be interpreted
as miraculous treatments or folktale. The skills of illusionists can all be explained
through mechanics, sleight of hand and perception, just like a magic trick. Both
should be read as make-believe.

The following games have influenced this system, some more decisively than others.
I would like to credit them for such:

→ The Black Hack


→ Lamentations of the Flame Princess
→ Troika!
→ Sharp Swords & Sinister Spells
→ Dungeon Crawl Classics
→ Mothership
I hope you enjoy.

Thanks,
Andre.

3
HOW IS THIS GAME
DIFFERENT?

The 17th century minimalist has been primarily designed for the OSR (Old School
Renaissance) crowd, as it draws extensively from other games in the community.
But it has some design choices that make it unique:

→ All rules are simplified and compressed to their essence.


→ It assumes a historical, low-fantasy setting in the 17th century. This differs from
the bulk of OSR games, which use fantasy or medieval backgrounds.
→ It has firearms with flintlocks. Not many games do.
→ It does not have magic. The tricks of illusionists and the treatments of plague
doctors could be understood as such, but I prefer to see them as gaming
mechanics that replicate certain historical beliefs, like the existence of witchcraft,
miracles, mythical forces, and so on.
→ Combat is faster, deadlier and scarier.
→ Why? Because hit points are static: characters do not gain more HP in higher
levels. This means two things. First, that most players will think twice before
initiating hostilities against even the feeblest of adversaries. Second, that everyone
knows that, unless they are fighting a supernatural creature, all characters have
(approximately) the same number of hit points. This creates great tension and
infuses historical probability to the game.
→ Finally, the game rewards those who do what their class is best at (experience
wise) and also gives optional mechanics for reputation. The two together offer
opportunities for a more narrative style of play.

4
HOW TO USE
THIS BOOK

In various way.

You can create your own adventures and historical


campaigns and use these rules to play them.

You can run the modules as they appear in the


Mini Adventure Folder, sold separately. Those
adventures and hooks have been designed for
this system, assuming a historical setting in
the 17th century.

You can also do what I have been doing for


some time now and which I think will be the
most recurrent usage of this book: pick up
your favourite OSR modules and adapt/
convert them to this rules system, if you
want your game to have a distinct baroque
flavour rather than the usual medieval or
fantasy backdrop. The conversion efforts
are minimal.

After all, this is a minimalist game.

5
BASIC RULES
This is a roleplaying game. One player
ACTIONS
Simple actions automatically succeed.
takes the role of the Game Master (GM), More complicated actions (those with
tasked with presenting challenges and a chance of failure) are tested and
situations to the other players, who decided by rolling 1d20. The GM will
impersonate their Player Characters narrate the events, accordingly.
(PCs). As the GM challenges the PCs,
these will take turns in rolling dice to → If the roll is on or below the score
determine the success or failure of of the ability being tested, the
their actions. The GM also roleplays action succeeds.
all other characters, including Neutral → If the roll is above, the action fails.
Player Characters (NPCs) and adversa-
ries that the PCs encounter. Advantage & Disadvantage
Characters may have advantage or
disadvantage to perform certain
TIME actions. Many situations where this is
Time is only strictly measured when the case are outlined in the following
conflict or combat takes place. In such pages. The GM is always free to add an
situations, characters may perform one advantage or disadvantage whenever
action and one movement per turn. In it seems to fit the occasion.
all other events, time is abstracted and
guided by the GM. Some situations will → Advantage: when characters have
take time to complete: ultimately, the advantage, they roll two dice and
GM will decide how long a task takes choose the best result.
and if the PC is granted any advantages → Disadvantage: when characters
to attempt completion. have disadvantage, they must roll
two dice and stick with the worst
result.
MOVEMENT
Movement and distances are tracked In the (unlikely) event that a character
via three abstract ranges: Near, Distant has both advantage and disadvantage
and Far-Away. These are used to in the same action, these cancel each
calculate the relative positions of all other out. The character makes a regu-
characters in relation to one another. lar ability roll.
Some weapons are only effective when
Near, whilst others are better when In the event that a character has more
Distant. It is possible to move one step than one advantage or disadvantage,
along the tracked ranges and perform he or she rolls three dice and chooses
one action in the same turn. the best or worst result, respectively.
This is called a double advantage or
double disadvantage. No matter how
many (dis)advantages stack up, the
maximum a character rolls are three
dice.

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ABILITIES SEARCHING SECRET STUFF
There are five main abilities: Charis- When PCs wish to search for secret
ma, Dexterity, Strength, Intelligence things, like hidden compartments,
and Luck. Every complex action must doors or traps, they should not make
be tested with the appropriate ability. the roll. Instead, the GM asks about
These will be obvious in most occa- their appropriate ability value (usually
sions. When not, the GM will decide Dexterity or Luck) and makes the roll
which ability best fits the action. for them behind the screen. This is to
prevent players from knowing if there
Charisma (CHA) is indeed a secret thing or if they just
Influence and leadership. Used also had a bad roll. The GM must always be
to persuade, charm, bargain and hire true to the dice.
retainers. Main ability of Illusionist.

Dexterity (DEX) SAVING THROWS


Agility, reflexes and ranged attacks. There are no separate values for saving
Used also to search, disarm traps, pick throws. When a character is surprised
locks, disguise, and all-things-thief. by a harmful situation (like a trap,
Main ability of Cutthroat. falling debris, poison, etc.), the GM will
test the appropriate ability. If the test
Strength (STR) is successful, the character has dodged
Physical prowess, endurance and the situation.
melee attacks. Used also to break down
stuff and lift heavy things. Main ability → Dexterity: area effects, traps,
of Soldier. collapsing floors, falling debris.
→ Strength: ingestion of poison,
Intelligence (INT) exposure to acid, gasses, disease,
Knowledge and insight. Also used to and similar.
assess information, read languages and → Charisma: resistance to tricks,
discern architecture. Main ability of witchcraft and illusions.
Plague Doctor.

Luck
Chance and fortune.
Used to determine
“right place, right
time”, divine favours
and general good
fate. Main ability
of Swashbuckler.

7
COMBAT
When combat takes place, all PCs
FIGHT BACK
When someone tries to hit a character
and adversaries determine the order in melee combat and fails, he or she
of combat. Then, each one of them can immediately roll to hit against that
may move and take one action in their same adversary with a melee weapon
turn within the round of combat. or with a pistol. The roll to hit is made
with disadvantage.

INITIATIVE
Each PC puts one die in a bag. Add ARMOUR
another die for the adversaries and Armour Value
one neutral die. The GM takes one Cloth 1
of these in turn from the bag. The Leather 2
“owner” can perform his or her turn Cuirass 3
(all adversaries act when their die is Full plate 4
pulled). If the neutral die is taken, the Shield/Helmet +1 die each
round ends and a new initiative bag
is assembled. Each type of armour grants a number
of dice (d6s) equal to its armour value.
→ Turn: individual action within a When a character is hit in combat, he
round. or she may use one of these dice to
→ Round: starts when the first die ignore all damage taken. A die used in
is taken from the bag and ends this way is set apart and cannot be used
when the neutral die is pulled. again until it is fixed.

Shields and helmets give one extra die


TO HIT each (use another colour) and have an
To hit opponents, characters test their armour value of 4 for fixing purposes. If
Strength (in melee fight) or Dexterity fixing fails, they are broken.
(in ranged attacks). If successful, they
inflict damage to their opponent. The Fixing Armour
amount of damage is determined by After a long rest, PCs can roll all of
the weapon’s dice. the dice set apart. Those that roll
above the respective armour value are
Critical Hits & Fumbles considered fixed. Those that roll on or
→ An action is fumbled when a below are broken and must be repaired
character rolls 20. The character by an artisan (costs one quarter of
hits an ally or themselves. If this respective armour). If all dice become
is not plausible, the weapon breaks broken, the armour is destroyed.
and becomes useless.
→ An action is a critical hit when a Armour Proficiency
character rolls 1. Add 1d4 of damage PCs wearing armour that is not listed
to the roll, plus adversary can’t use in their class must add the amour value
armour to prevent damage. to all ability tests.

8
WEAPON DAMAGE DISTANCES
→ Small weapons: roll 1d4 for → Near: melee weapons.
damage. These include blow guns, → Distant: ranged weapons.
daggers, knifes, garrottes, small → Far-Away: only certain special
crossbows, whips, short swords, ranged weapons work, like long
etc. bows or muskets.
→ Medium weapons: roll 1d6 for
damage. These include swords,
axes, heavy crossbows, maces,
cutlasses, sabres, and similar.
→ Big weapons: roll 1d8 for damage. OPTIONAL RULES
These are two-handed weapons
used with disadvantage by default.
User cannot wear a shield. These
include long swords, long bows, Combat trigger
polearms, pikes, halberds, and the In tense situations, those when
likes. combat seems inevitable, the GM
should refrain from calling initiative.
Instead, roleplay it out and, whenever
DAMAGE & HIT POINTS a PC or NPC does something dramatic
If a character takes damage from an (like shooting a pistol or swinging a
attack, they subtract the value to their blade), they get to do it and, technically,
total hit points (HP). are granted a bonus turn for having
the courage and audacity of starting
→ When PCs reach 0 HP, they are a fight. The initiative bag should only
taken out of the combat, wait for it be assembled after resolving this
to resolve and then roll on the bonus turn.
table below. Survivors return with
1 HP. If the whole party loses the
conflict, the PC is presumed dead.
→ When a NPC or adversary reaches Grapple
0 HP, it is removed from the game. Characters can try to grapple one
Do not roll on the table below. another. To do so, each side makes a
Strength test. If both win or lose, the
D6 Zero Hit Points action is unsuccessful and wasted. If
1 Knocked Out: gets up the attacker alone wins, the defender
2 Unconscious: out for 1d3 hours becomes grappled and vulnerable to
3 Hurt: disadvantage on all rolls for all attacks, taking automatic weapon
the remainder of the session damage. In his or her turn, the defen-
4 Scarred: loses 1d3 Charisma der can make a Strength test with
5 Maimed: loses 1d3 Dexterity or disadvantage to try to get rid of the
Strength grapple.
6 Dead!

9
FIREARMS
Firearms are used by testing Dexterity.
DAMAGE & DISTANCES
Firearms ignore cloth armour.
Before firing the weapon, the PC must Fumbles and critical hits work as in
roll for misfire. If the firearm does not regular combat rules (see previous
misfire and the test is successful, the page). To simplify, there are two types
PC may inflict weapon damage on the of firearms:
adversary.
→ Pistols: 1d8 of damage and can be
shot in Near or Distant ranges.
RELOADING → Muskets: 1d8 of damage and can
A firearm takes a number of rounds to be shot in Distant or Far-Away
reload equal to 18 minus a character’s ranges (Far-Away has disadvantage).
Dexterity.

FIRING MECHANISMS
MISFIRING The flintlock is used as the default
Roll 1d10 before firing the weapon on firing mechanism. If the GM wants to
the table below. introduce further historicity, it is pos-
sible to use other mechanisms:
Result
1-8. Nice Shot. The firearm works → Matchlock: the price of the weapon
regularly. is half. Reloading time increases by
9. Misfire! The firearm doesn’t 3 rounds. Always roll on damp table
shoot and the action is entirely for misfiring.
wasted. → Wheellock: the price of the weapon
10. Backfire! The shot backfires, is doubled. Reloading time increases
causing damage to the user by 4 rounds. Does not backfire ever.
instead. Misfires on a 9-10.

Damp places (optional)


In humid locations, characters should EXPLOSIVES
roll on the table below, instead of the Grenades can be thrown at Distant
one above. adversaries by testing Dexterity. Due
to their instability, characters always
Result roll with disadvantage.
1-6. Nice Shoot. The firearm works
regularly. → Success: the grenade lands where
7-9. Misfire! The firearm doesn’t intended, causing 1d10 of damage
shoot and the action is entirely to all targets in Near range.
wasted. → Unsuccessful: the grenade lands
10. Backfire! The shot backfires, in an unintended area.
causing damage to the user → Fumble: the grenade goes off
instead. before launch, causing 1d10 of
damage to anyone Near it.

10
RARE FIREARMS
The GM can introduce the firearms below. Axe-pistols and bayonets count as rare
goods. All others are exotic items.

Misfire Damage Description & Rules


Axe-pistol Normal table 1d8 / 1d4 Pistol with embedded axe-head.
Works as pistol or small axe.
Bayonet Normal table 1d8 / 1d4 Musket with knife fitted into the
muzzle. Works as musket or knife.
Blunder- Damp table 2d6 Flintlock firearm with flared muzzle
buss that shoots large calibre bullets.
Only Near or Distant ranges.
Duck-feet 1-4. All shots fire 1d8 to Four-barrelled pistol. Can shoot up
pistol 5-8. 1d4 shots fire each target to four targets in 30º angle. Roll
9. No shots fire individually for each target with
10. 1d4 shots hit user disadvantage.
Flintlock Normal table, but 1d6 / 1d3 Resembles a Swiss army knife with
cutlery there is a 25% chance cutlery and mini pistol. Counts as
of going off whilst small knife (1d3) and pistol. User has
eating (if loaded). a surprise attack before combat.
Hand 1-6. Nice shot 1d10 to all Can launch grenades Far-Away by
mortar 7-8. Does not ignite targets testing Dexterity. Roll for misfire,
9-10. Explodes Near the first. Then, apply the same rules as
before launch explosion for explosives.
Heavy Normal table 1d8+2 Must rest atop a fork and counts as
musket very large item. No disadvantage at
Far-Away.
9-barrel 1-5. Nice shot. 1d8 per Musket that has been fitted with
musket 6-8. Misfires. bullet fired nine barrels. May shoot twice per
9-10. Backfire! round, until emptied. Reloading is
impossible during combat.

11
FOR PLAYERS
This section contains the fundamental
RESTING & HEALING
There are two types of rests: long rests
rules for Player Characters (PCs). These and short rests. PCs need to make a
are applied to all classes. long rest of at least six hours per day.
If they do not, they get disadvantage
on all rolls until they do. Short rests
CHARACTER CREATION are not compulsory.
To create a character, players must
follow these steps: → Long rest: PCs heal all their hit
points (HP).
→ Roll 3d4 for each ability: Charisma, → Short rest: PCs heal one hit point
Dexterity, Strength, Intelligence and (HP) per level.
Luck. Then, re-roll all of the abili-
ties with a score of five or less, using
1d4+12. USAGE DIE
→ If the character ends up with no Ammunition, arrows, rations, torches,
ability above 10, return to the step and all other consumables are kept
above and re-roll all abilities once track of with a usage die. When pur-
again. chased, it begins with a d12, unless
→ Choose a class: Cutthroat, Illusio- noted otherwise. After such an item
nist, Plague Doctor, Soldier or is used, roll the appropriate die. A
Swashbuckler. result of 1-2 means the usage die is
→ Register the maximum hit points downgraded along the chain or, in
(HP) as listed in the respective case of a d4, depleted.
class section. Hit points are static
in this game. PCs do not gain more Usage dice chain: d4<d6<d8<d10<d12
when advancing a level.
→ Note down the starting equipment
in your inventory. LANGUAGES
→ Read and study the special abilities PCs know their native tongue and
of the class chosen. those of kingdoms close to theirs.
Whenever they come across an exotic
dialect, they make an Intelligence
LUCK test with disadvantage to determine
Luck can be expended during the course whether they are proficient in it or
of play. A PC can burn one point of not. Dead languages are tested with
Luck permanently to re-roll any double disadvantage. PCs can never
failed ability test, except for fumbles. roll for the same language twice.
A fumble is always a fumble. At the
end of each adventure (or whenever
the GM deems fitting), PCs gain back
1d3 of Luck, up to their original value.

12
FOOD
PCs must consume at least one ration
of food per day and drink a portion
of water. If they do not, the following
happens:

→ 1st day: disadvantage on all rolls.


→ 2nd day: disadvantage on all rolls.
→ 3rd day: double disadvantage.
→ 4th day: double disadvantage. Plus,
the PC loses all hit points and must
roll on the zero hit points table.
→ 5th day: double disadvantage. At
the end of the day, the PC dies if
did not eat or drink water.

ENCUMBRANCE
HUNTING & FORAGING PCs can carry a number of items equal
Hunting and foraging food is done by to their Strength. Carrying more items
testing Dexterity or Luck (PCs choose), means they are overburden. Each type
adding the appropriate modifier to the of consumable takes only one slot.
roll. If successful, PCs get the indicated Armour and main weapon do not
usage die on rations. count. All other items count, including
other weapons. Very large items take
Modifier Usage Die up slots.
Desert +8 d4
Forest 0 d10 → Inventory: PCs should list down
Jungle +1 d10 the items in their inventories in
Mountain +4 d6 the order of their choosing, in the
Plains +2 d8 character sheet. The lower the
Swamp +2 d6 score, the easier it will be to retrieve
the item.
→ Retrieving items: when PCs wish
to retrieve an item in a hurry from
their bags (during conflict or
combat), they must roll 1d10 and
score equal or higher than the
item’s position in the inventory.
If the roll is successful, they can
use the item in the same turn. If
the roll is unsuccessful, the entire
action is wasted.
→ Overburden: overburden PCs must
add +2 to every ability test for each
extra item they are carrying.

13
CAMPAIGNING
It is possible to use this game in small campaigns. Follow the
experience and reputation rules. This game assumes
a maximum level 5 for PCs.

EXPERIENCE
PCs go up a level for every 10 points
of experience. All classes gain points
for surviving adventures and reputa-
tion-changing deeds. The GM decides
how many points these are worth (usu-
ally between 2 and 4). Then, each class
gains additional points for performing
in-character feats. The feats below are
merely indicative:

→ Cutthroat: backstabbing, stealing Level advancements


exotic items, disarming hard traps. When advancing to a higher level, PCs
→ Illusionist: entertaining crowds, may try to raise one ability of their
doing tricks, wooing notable folk. choice by beating its current value on
→ Plague Doctor: curing diseases, a d20 roll (roll higher to succeed) and
rescuing a village from the plague, one of their special abilities is auto-
discovering new flora. matically boosted.
→ Soldier: killing strong enemies,
“sellswording”, going into war.
→ Swashbuckler: duelling
and slaying foes with
swashbuckling
stunts.

14
REPUTATION
Reputation is measured through a From the moment a PC is famous or
value from 1 to 12. PCs start at 6. This infamous, all subsequent actions are
value represents an ordinary person rewarded with a famous or infamous
with no real reputation that does both token, accordingly. (Ex: a PC with 12
good and bad things. Whenever a PC reputation that does two virtuous
does a virtuous deed, they increase deeds gains two famous tokens.)
their score by 1. Whenever they do
something vicious, they decrease the PCs can hold as much as two tokens at
score by 1. The GM decides when an once and spend them to gain certain
action qualifies for this. The exploits benefits. Both the players and the GM
below are merely indicative. are encouraged to come with more, in
addition to the ones below.
List of virtuous stuff
→ Rescuing someone notable Spending famous tokens
→ Saving a village → Having free lodging and food in the
→ Doing right by the authorities next town they visit.
→ Paying lots of taxes to the King → Being immediately received by the
→ Returning a lost object of value authorities of the city.
→ Slaying a witch → Getting a referral from the local
→ Killing an aristocrat in a duel priest or local elite.
→ Hiring a retainer for free – a loyal
List of vicious stuff virtuous retainer.
→ Killing innocent folk → Receiving an Exotic gift.
→ Burning down a church
→ Deceiving the authorities Spending infamous tokens
→ Theft and robbery → Reaching out to the underworld for
→ Backstabbing a prominent noble rumours and restricted information.
→ Exhibiting greed, gluttony and envy → Receiving help from a dark cult
→ Desecrating tombs or a thieves’ guild.
→ Hiring one retainer for free – a pesky
If the reputation reaches 12, the PC is vicious retainer.
considered famous. Famous PCs are → Instilling fear in the adversaries,
expected to solve social glitches, do hindering them from attacking.
heroic actions and no longer have the → Rival loses at gambling on purpose.
option of anonymity.
Things to consider…
If the reputation drops to 1, the PC is Once famous or infamous, PCs only
considered infamous. Infamous PCs stop being seen as such when returning
are persecuted by the authorities, are to reputation 6. However, they only
constantly accountable for things that gain tokens if their reputation stays at
go south and framed for any and all 1 or 12. Reputation points should only
wrongdoings. be given once or twice per session, so
that the mechanics take some time to
become effective.

15
COMMERCE EQUIPMENT
Below is a general indication of how
prices should be calculated:
CURRENCY
This game uses a silver standard with → Common goods (1d10 SP):
silver pieces (SP). This is the only cur- All small weapons, arrows and
rency used. GMs can introduce a more ammunition (d12), backpacks,
sophisticated currency system if they bedrolls, caltrops (d12), candles
see fit, with gold pieces and copper (d12), chain, cloth armour, cooking
pieces. pots, crowbar, iron spikes, fishing
gear, flasks, flint & steel, garlic (d12),
TRADING grappling hook, helmet, lantern,
Whenever PCs enter a new town or lodging (cheap inn), pipe, oil (d12),
settlement, the GM can roll on the table pouches, rations of food (d12), rope
below to determine the current market (50’), shield, ten-foot pole, tobacco
fluctuation. (d12), torches (d12), waterskin, wine
(d12), whistle.
D6 Situation Prices
1 War Tripled → Rare goods (2d10 x 5 SP):
2 Plague Doubled All medium and big weapons, book,
3 Bad Harvest Food tripled herbs & spices (d12), holy symbol,
4 Marauders Weapons doubled grenades (d6), ink & quill, leather
5 Peace Normal armour, lock, lodging (superior inn),
6 Abundance Half mirror, musket, musical instrument,
paper (d12), pistol, riding gear,
riding horse, specialised toolkit,
superior clothing.

→ Exotic goods (4d10 x 10 SP):


Cuirass (roll twice), chemicals,
hourglass, jewellery, lodging
(extravagant or luxurious hotel),
maps, microscope, navigation tools,
plate mail (roll four times), pocket
watch, rare books, spyglass,
telescope, trained war horse.

16
PETS RETAINERS
PCs can acquire or train pets. Each pet PCs can hire retainers to go on adven-
has a specific talent as described below. tures. The price depends on the rarity
The GM is free to come up with more. and expertise of the retainer. Payment
Pets die if they take a successful hit – is done upfront at the beginning of
the only exception is a wolf, which dies each adventure. Not having enough
after two hits. funds means the retainer goes away. If
put in harm’s way, the hirer must make
→ Common: 1d10 SP. These include a Charisma test for the retainer to stay.
cats, dogs, rats and spiders. Each retainer has 4 HP and no armour
→ Rare: 2d10 x 5 SP. These include – the only exception is the mercenary
frogs, hawks, octopuses and wolves. which has 6 HP and leather armour.
→ Exotic: 4d10 x 10 SP. These include
monkeys and parrots. → Common: 1d10 SP. These include
armourers, carriers and mushroom
Training pickers.
Training requires four ability tests over → Rare: 2d10 x 5. These include animal
the course of a week (once every two handlers, hunters and mercenaries.
days). A PC can choose which ability to → Exotic: 4d10 x 10 SP. These include
test, representing different methods alchemists, physicians, poets and
(ex: brute force with Strength, natural scholars.
leadership with Charisma, playfulness
with Dexterity, etc.). Failing one test Talents
means the animal goes away and does Alchemist Creates one poison and
not return. potion per week
Animal Gives advantage to
Talents Handler training animals
Cat -1 to all Luck rolls Armourer Hirer may roll d8s instead
Dog -2 to hunt & forage of d6s when fixing armour
Frog d8 of poison per week Carrier May carry up to ten items
Hawk Owner is never ambushed Hunter Gives advantage to
in the wilds hunting & foraging
Monkey Steals (Dexterity 12) small Mercenary Attacks (Strength 13) for
items 1d6 of damage
Octopus Advantage on finding secret Mushroom Brings d4 rations
doors and compartments Picker everyday
Parrot -2 on all Charisma rolls Physician Heals 1d4 HP three times
Rat Attacks (Strength 4) to give per day
a random disease Poet Doubles the value of
Spider d8 of web per week experience gained
Wolf Attacks (Strength 7) for 1d6 Scholar Reads all languages
of damage

17
ALCOHOL & DRUGS
When ingesting generous amounts of alcohol, PCs must succeed in a Strength test.
Otherwise, they get wasted and must roll in the table below. The effects can be both
good or bad. They are totally random each time a character gets drunk. The price of
alcohol is as a common good.

Drugs work differently. PCs make a Strength test. If they succeed, they gain the benefit
described. If they fail, they get the respective penalty. An Intelligence test is allowed to
determine whether the PC knows beforehand what the substance will do to him or her.
All drugs count as rare or exotic goods. The GM is encouraged to expand the list and
come up with odder effects.

Names of Beverages
1. Black Absinthe
2. Clown Ale
3. Dry Applejack
4. Garlic Brandy
5. Homemade Liquor
6. Long Leg Malt
7. Lucky Moonshine
8. Turtle Rum
9. Red Tonto
10. White Whiskey

Getting wasted
D12 Effects of Alcohol
1. Disadvantage to Dexterity tests until a long rest is made.
2. Gains 1d4 Strength for 6 hours.
3. Advantage to Luck tests until a long rest is made.
4. PC has Intelligence 3 for the next 12 hours.
5. Causes 1d4 of damage due vomiting, nausea and stomach pain.
6. Heals 1d8 hit points.
7. Can listen to Far-Away conversations as if Near.
8. PC has double disadvantage on all to hit tests for the next 12 hours due to sudden
impaired vision.
9. Becomes afraid of the opposite gender for 12 hours. All interactions are only
possible if character makes a Charisma test with double disadvantage.
10. Has advantage on the next two saving throws (in the next 12 hours).
11. Must roll two successful tests in the next saving throw (in the next 12 hours).
12. PC has a permanent (nipple or penile) erection for 4 hours.

18
Drugs sample
Success Fail
Bezoar Stone Cures any disease or poison. Roll on the zero hit points table
(ignore maimed or scarred).
Black bile Is confident and optimistic. Is depressed and melancholic.
Double advantage on all Charisma Double disadvantage on all Cha-
tests for 1d4 days. risma tests for 1d6 days.
Coca leaves Does not need to eat or sleep for Must eat double rations and sleep
three days (heals as usual during for 12 hours for three days (or does
the night). not heal in rests).
Dead Man’s No NPC is able to tell if the PC is Cannot lie to other characters for
Fingers lying for 24 hours. the next 24 hours.
Fly Agaric Sees right through characters Becomes extremely suggestible to
(understanding their motifs, lies, commands. Must obey 1d6 basic
goals, etc.) for 12 hours. orders from any NPC.
Laudanum Feels no pain. Cut all damage Must take another drug in the next
received in half for one day. day or commits suicide.
Mandrake Character deeply believes he or Character believes he or she is a
Roots she can communicate with ani- random animal and behaves like
mals and plants. one for 1d6 hours.
Valerian Causes a vision or insight related Brain activity is reduced to a
to current adventure. The minimum. Cannot make Intelli-
GM must tell a relevant gence rolls for 24 hours.
detail of the All rolls are considered
plot. fails.

19
DISEASE
When in risk of contracting a disease, → One ability test is successful.
the GM will calculate its deadliness The PC is considered cured.
from 3 to 6, three being mild and six → Or, a number of days equal to
being very deadly. If unsure, roll 1d4+2. the deadliness have passed. If
Then, PCs must make a Strength or the PC survives, he or she is also
Luck test (the GM decides which), considered cured.
adding the deadliness to the roll. If
successful, the disease has no effect.
Otherwise, they suffer the disease’s
effects immediately. Sick characters
roll another test after each long rest
until either:

Sample Diseases
Black Develops buboes in the armpit, neck or groin, with ooze and pus coming
Death out of them. The PC has disadvantage on all rolls made with their main
ability (defined by the class chosen, not necessarily the highest score),
loses 2 hit points every eight hours (three rolls per day) and is unable to
heal during short or long rests.
Chicken Develops skin rash that itches and creates blisters. Reduce charisma by
Pox the same value of deadliness. Three times per day, the PC must pass a
Charisma test, otherwise they scratch the itches so badly that these cause
2 of damage. When this happens, all in Near range are in risk of contagion.
The Charisma points are recovered (one per day) when cured.
Dungeon Develops claustrophobia and allergic reactions to enclosed and damp
Fever places. Whilst in locations with such characteristics, the PC must make an
Intelligence test every 20 minutes of real-time play. If the test fails, the PC
has a panic attack and must roll to hit against one Near target (including
allies).
Leprosy Develops insensitivity to pain or temperature, accompanied by red spots
in the body’s extremities. Starting the following day after contagion, if still
infected, the PC must make two Strength tests per day. If both fail, a limb
becomes very infected, blackens and must be amputated. During the time
of infection, the PC can ignore all attacks that cause four or less damage,
due to not feeling pain.
River Develops bumps under the skin, lizard-skin, short-sightedness and
Blindness eventually blindness. Each time a test is failed, the PC experiences vision
problems. The Player must play with sunglasses (or blindfolded) for the
same amount of minutes shown on the failed roll. During infection, if a
total of three tests are unsuccessful, the PC becomes blind.

20
POISON
When characters are exposed to this halts any of these conditions, but
poison, the GM will ask for a Strength does not reverse ability or HP losses.
test. If it fails, the character suffers its The GM can roll a random antidote in
effects. Some poisons have an imme- the table below.
diate one-time effect, others result in
conditions that characters need to cope
with. If a victim procures an antidote,

Sample Poisons
Aqua Tofana Falls unconscious. Wakes up after 1d4 days. There is a 50% chance of
becoming in a permanent comatose state.
Belladonna Becomes immobilised except for the eyes and face muscles.
Cantarella Reduces maximum HP by 1d4 points. If this would make the HP fall to
zero or below, the character dies.
Deadly Cannot stand daylight. Sun exposure causes 2 of damage per minute
Nightshade (if the character is in combat, he or she takes damage at the start of
each round).
Eye Drops Develops proptosis (bulging eyes). Character has permanent disadvan-
tage to all Charisma rolls.
Inheritance Roll on the zero hit points table. If maimed is rolled, one limb becomes
Powder infected and must be cut. If scarred, the PC’s face suffers a dramatic
alteration.
Monk’s Must reduce a random ability by 1d4.
Blood
Weak Wash Must add 1d4 to every Strength test.

Antidotes
D10 What to do?
1. Have a sexual encounter
2. Eat someone’s heart
3. Ingest goat excrements
4. Perform self-bloodletting
5. Do a xenotransfusion
6. Cut off one finger
7. Kill a witch
8. Go on pilgrimage
9. Consume a drug
10. Drink crocodile tears

21
Having got a name for his horse so much to his taste, he was
anxious to get one for himself, and he was eight days more
pondering over this point, till at last he made up his mind to call
himself “Don Quixote,” whence, as has been already said, the
authors of this veracious history have inferred that his name must
have been beyond a doubt Quixada, and not Quesada as others
would have it. Recollecting, however, that the valiant Amadis
was not content to call himself curtly Amadis and nothing more,
but added the name of his kingdom and country to make it famous,
and called himself Amadis of Gaul, he, like a good knight,
resolved to add on the name of his, and to style himself

Don Quixote of La Mancha,


whereby, he considered, he described accurately his origin and
country, and did honour to it in taking his surname from it.
CUTTHROAT
Max hit points: 8 Cutpurse Gifts
Main ability: Dexterity Cutthroats have advantage in any of
Weapons of choice: small weapons the following tasks. These are all tested
Armour: cloth and leather armour with Dexterity:

D6 Instant Background → Climbing


1 Hired assassin → Delicate tasks
2 Professional thief → Disguising
3 Former king’s spy → Eavesdropping
4 Death cultist → Finding and disarming traps
5 Nomadic ninja → Hiding in shadows
6 Street pickpocket → Picking locks
→ Searching for hidden things
Starting Equipment → Stealing stuff
Cutthroats start with a black disguise, → Sneaking
a dagger, blowgun & darts (d8), one → Tinkering
rope (50’), torches (d8), 2d10 SP, and
a toolkit (lock-picking tools, cutting Resourcefulness
tools, knifes, wire, etc.). Cutthroats’ consumables are only
downgraded along the dice chain when
Luck Tokens the cutthroat rolls a 1 (instead of 1-2).
A Cutthroat starts each session with a This is only valid for common goods,
number of tokens equal to their level, though.
as long as they are carrying their lucky
charm (player must name a charm and Small Weapons
hold on to it). Cutthroats can spend Cutthroats are adepts of small, easily
these tokens to: concealed weapons. They can make two
attacks per turn with a small weapon,
→ Not today: avoid death from any but the second attack is made with
trap, poison, falling debris, etc. disadvantage.
(a regular saving throw situation).
Use token if falling to zero hit points, Gaining New Levels
but before rolling on the zero hit When advancing to a new level, Cut-
points table. Return to action with throats gain extra luck tokens and may
1d8 hit points. try to raise one ability of their choosing
→ Nope: re-roll a fumble. (by beating its score on a d20 roll).
→ Sneak attack: deal damage to a
chosen target with a small weapon, Extra experience points: backstab-
after successfully hiding in shadows. bing, stealing exotic items, disarming
Three dice of damage (3d4). hard traps, and similar feats.

24
CUTTHROAT
NAME:
BACKGROUND:

CHA INT
DEX LUCK (MAX)
STR LUCK (CURRENT)

HP 0 1 2 3 4 5 6 7 8 9 10 11 12

ARMOUR: (PLACE ARMOUR DICE ATOP THE FIGURE)


MAIN WEAPON:

INVENTORY
1 9
2 10
3 11
4 12
5 13
6 14
7 15
8 16

SPECIAL ABILITIES
Luck Tokens: spend one token to avoid death, re-roll fumble or sneak attack
Cutpurse Gifts: roll with advantage on all regular thief actions
Resourcefulness: common consumables are only downgraded on a 1
Small Weapons: can make two attacks per turn, second attack has disadvantage

LEVEL ADVANCEMENT REPUTATION:


(LIST ANY REPUTATION-CHANGING EVENTS HERE)
Lv 1
Lv 2
Lv 3
Lv 4
ILLUSIONIST
Max hit points: 6 Performing Tricks
Main ability: Charisma Illusionists know all tricks of their
Weapons of choice: small weapons current level and below. Each time they
Armour: cloth armour perform a trick, they must test their
Charisma, adding the level of the trick
D6 Instant Background to the roll. Then, the following can
1 Court jester happen:
2 Acrobat entertainer
3 Foreign fire-breather → Success: the Illusionist may
4 Flute minstrel perform the trick normally.
5 Street juggler → Critical Success: the trick is so
6 Apprentice of magic spectacular that, if it was made in
front of strangers, the Illusionist
Starting Equipment gains one permanent point of Cha-
Illusionists start with two daggers, one risma and one point of experience.
whip, one pistol & ammunition (d10), → Fail: the trick fails and the Illu-
grenades (d6), 3d10 SP, one bag of tricks sionist cannot perform it again
and one peculiar headgear or garment. today (representing they did not
prepare it conveniently).
Déjà Vu → Fumble: the trick fails and the
An Illusionist may add one extra die to Illusionist is embarrassed. They
the initiative bag. lose one permanent point of Cha-
risma, cannot do the trick again
Weapon Clumsy today, and must spend 1d3 rounds
Illusionists have disadvantage when regrouping his or her trinkets.
wielding all non-small weapons.
They can use firearms and explosives Gaining New Levels
normally. When advancing to a new level, Illu-
sionists gain access to new tricks and
Entertaining Crowds may try to raise one ability of their
Illusionists can entertain crowds with choosing (by beating its score on a d20
their tricks. At the end of the perfor- roll).
mance, they test their Charisma. If suc-
cessful, they gain 1d10 SP for every 10 Extra experience points: entertaining
people in the audience. If unsuccessful, crowds, doing tricks, wooing notable
they are beaten up by the crowd. Treat folk, and similar feats.
the crowd as an angry mob with hit
points equivalent to the number of
people in the audience and Strength
16 (1d6 damage). The Illusionist must
prepare the performance during a long
rest, thus can only do one per day.

26
ILLUSIONIST
NAME:
BACKGROUND:

CHA INT
DEX LUCK (MAX)
STR LUCK (CURRENT)

HP 0 1 2 3 4 5 6 7 8 9 10 11 12

ARMOUR: (PLACE ARMOUR DICE ATOP THE FIGURE)


MAIN WEAPON:

INVENTORY
1 9
2 10
3 11
4 12
5 13
6 14
7 15
8 16

SPECIAL ABILITIES
Déjà Vu: add extra die to the initiative bag
Weapon Clumsy: disadvantage on all non-small weapons
Entertaining Crowds: may gain experience and SP, or be beaten up by the crowd
Performing Tricks: can do tricks of current level or below

LEVEL ADVANCEMENT REPUTATION:


(LIST ANY REPUTATION-CHANGING EVENTS HERE)
Lv 1
Lv 2
Lv 3
Lv 4
BAG OF TRICKS
1 Fake Sound: creates a distracting sound within Distant range.
Card Swap: a character of inferior level is friendly for five minutes.
Knife Bogus: hits target with two flying knives (counts as consumable) for 1d4
damage each.
Ventriloquism: mimics the voice of any encountered animal, NPC or adversary.

2 Colour Spray: creates a surrounding cloud that gives disadvantage to all attacks.
Cut & Restore: may cut one 50’ rope into two pieces of 50’ rope.
Unchained: may break free from any condition of restraint.
French Drop: makes 1 SP appear.

3 Hold Portal: makes a door or passage suddenly become obstructed.


Dove Pan: doubles personal inventory (double Strength) for half day.
Disappear: mundane small object disappears and reappears when desired.
Death Hoax: may simulate being dead for 1d6 hours.

4 Hypnotism: a character of equal or inferior level obeys a basic command.


Rope Trick: makes a 50’ rope stiff, giving advantage to anyone climbing it.
Inexhaustible Bottle: makes a drink appear from a small barrel. Must have barrel
in inventory.
Pass Through Glass: may pass through glass (if failed, glass breaks and does 1d6
damage).

5 Optical Illusion: the previous two turns of combat are erased.


Catch Bullet: catches one bullet with mouth instead of being hit. This trick may be
performed in the adversary’s turn, but the Illusionist must forfeit his or her next turn.
Self-disappear: the Illusionist disappears and reappears in Far-Away range.
Invisible: invisible for 1d3 rounds (adversaries have double disadvantage to hit).

28
29
PLAGUE
DOCTOR
Max hit points: 8 fighting off vermin (rats, bugs, insects,
Main ability: Intelligence cockroaches, etc.), diseased humans
Weapons of choice: blunt weapons or contaminated mammals. They know
Armour: cloth, leather and cuirass their weaknesses.

D6 Instant Background Doing Treatments


1 Aspiring alchemist Plague Doctors know all treatments of
2 Retired monk their current level and below.
3 Survivor of leprosy
4 Wandering apothecary Before performing a treatment, Plague
5 Botanical cataloguer Doctors must succeed in an Intelligence
6 Vermin collector test. If failed, not only is the entire acti-
on wasted, but their herbal & vermin
Starting Equipment kit is immediately downgraded one
Plague Doctors start with an herbal & step, representing a lack of focus and
vermin kit (d10), a plague doctor outfit a bad preparation of the medicine and
(counts as cloth armour), a wand with its concoctions.
an hourglass (medium weapon), a small
crossbow & arrows (d6), and 3d10 SP. After performing a treatment, they roll
their herbal & vermin kit usage die,
Studious as a regular consumable. If their kit is
Plague Doctors are not at disadvantage depleted (rolling 1-2 on a d4), they are
when determining if they are proficient unable to make any treatments until a
in exotic languages, and they have nor- new kit is obtained (counts as common
mal disadvantage (not double) in dead good). They can try to hunt & forage for
languages. herbs and mice in the wilds, following
the same rules as for hunting & fora-
Disease & Fear ging. They can only attempt to do this
Plague Doctors are immune to diseases once per wilderness region (circa one
as long as they are wearing their cus- or two square miles).
tom-made outfit with a beak-like mask
filled with herbs and fragrancies. The Gaining New Levels
beak must be replenished every two When advancing to a new level, Plague
days by rolling the herbal kit usage die. Doctors gain access to new treatments
In addition, Plague Doctors roll with and may try to raise one ability of their
advantage when poisoned to counter choosing (by beating its score on a d20
its effects. Finally, they instil fear and roll).
any Charisma rolls done against them
must be made with disadvantage. Extra experience points: rescuing a
village from the plague, curing disease,
Sanitising discovering new flora, and similar.
Plague Doctors have advantage when

30
PLAGUE
DOCTOR
NAME:
BACKGROUND:

CHA INT
DEX LUCK (MAX)
STR LUCK (CURRENT)

HP 0 1 2 3 4 5 6 7 8 9 10 11 12

ARMOUR: (PLACE ARMOUR DICE ATOP THE FIGURE)


MAIN WEAPON:

INVENTORY
1 9
2 10
3 11
4 12
5 13
6 14
7 15
8 16

SPECIAL ABILITIES
Studious: no disadvantage in exotic languages and bonus in dead ones
Disease & Fear: immune to disease and advantage with poisons
Sanitising: advantage to fight vermin and sick humans/mammals
Doing Treatments: can do treatments of current level or below

LEVEL ADVANCEMENT REPUTATION:


(LIST ANY REPUTATION-CHANGING EVENTS HERE)
Lv 1
Lv 2
Lv 3
Lv 4
32
TREATMENTS
1 Send Rats: sends 1d6 rats towards a target (each has Strength 6 for 2 damage if hits).
Apply Light Leeches: heal a target 2 HP.
Detect Disease: detect presence of disease or sick human in Distant range.
Purify Water: 50% chance of purifying a container of water.

2 Purify Food: 50% chance of purifying a container of food.


Poison Cloud: 1d4 of damage for 1d3 rounds to all Near targets (except self).
Delay Poison: poisoned target can make a new ability test against the poison.
Spiked Dagger: infuse one small cutting or piercing weapon (knife, dagger, dart,
etc.) with paralysation poison (if hit, target is unable to move for 1d4 hours).

3 Apply Major Leeches: heal a target 1d8 HP.


Putrid Limb: target’s limb becomes putrefied (-2 Dexterity and Strength).
Speak with Vermin: can communicate (not command) with mice for a limited time.
Fragrancies: a number of targets equal to caster level have advantage in all ability
tests against disease for the next 1d4 hours.

4 Speak with the Dead: ask a corpse one question.


Cure Disease: cure one disease, but on a fail the target dies.
Inflict Disease: roll 1d6 and inflict rolled disease to a target. (1) black death, (2)
chicken pox, (3) dungeon fever, (4) leprosy, (5) river blindness, (6) any of the previous.
Instigate Fear: one chosen target must pass a Charisma test each turn to attack
the Plague Doctor until end of combat.

5 Raise Dead: return a willing target back to life (must have died in the last 48 hours)
at the cost of another life dear to both the target and/or the plague doctor.
Lice Infestation: 2d4 targets with hair/fur have disadvantage on all attacks.
Counter Death: avoid own death by disease, poison or drugs. Return with max hit
points, but lose 2 points on one random ability.
Mass Heal: heal 1d6 HP to a number of targets equal to caster level.

33
SOLDIER
Max hit points: 12 Merciless
Main ability: Strength The threat range of critical hits of
Weapons of choice: big melee weapons Soldiers is equal to their level. For
and firearms example, a level 4 Soldier scores a
Armour: all armour critical with a 1-4. When Soldiers score
a critical hit, in addition to the normal
D6 Instant Background bonuses (add 1d4 of damage and
1 Wandering mercenary adversary can’t use armour dice), they
2 Outlaw traitor may roll 1d6 in the table and apply
3 Fugitive deserter the effects. The table only works with
4 Uncredited war hero melee weapons.
5 Laid-off infantryman
6 Disgraced general D6 Critical Hit
1 Brain piercing. Kills the opponent
Starting Equipment instantly.
Soldiers start with a leather armour, 2 Disembowelled. If adversary
one big weapon of their choice survives, it only has one more turn
(polearm, pike, halberd, etc.), one before bleeding out and dying.
musket & ammunition (d6), 1d10 SP, 3 Maimed. Adversary loses 3 points
and a war trophy. in both Strength and Dexterity.
4 Stun attack. Target is immobilised
Military training during this round and the next.
Soldiers do not have disadvantage 5 Disarmed. Destroy opponent’s
when wielding big weapons and have weapon, if carrying one.
advantage when firing a musket. 6 Savage strike. Add 2 points of
damage to the damage roll.
Scars of War
Soldiers have advantage when making Gaining New Levels
Strength tests to resist disease and the When advancing to a new level, Sol-
effects of drugs and alcohol. War leaves diers’ critical hit range augments and
its marks. they may try to raise one ability of their
choosing (by beating its score on a d20
Combat Prowess roll).
When Soldiers test their Strength in
combat and roll their exact Strength Extra experience points: killing strong
value, they can perform an extra action enemies and foes, selling his or her
after resolving the first one. services as a mercenary, going into
war, and similar.

34
SOLDIER
NAME:
BACKGROUND:

CHA INT
DEX LUCK (MAX)
STR LUCK (CURRENT)

HP 0 1 2 3 4 5 6 7 8 9 10 11 12

ARMOUR: (PLACE ARMOUR DICE ATOP THE FIGURE)


MAIN WEAPON:

INVENTORY
1 9
2 10
3 11
4 12
5 13
6 14
7 15
8 16

SPECIAL ABILITIES
Military training: no disadvantage with big weapons and advantage with muskets
Scars of War: advantage on resisting disease, alcohol and drugs
Combat Prowess: extra action if rolls exact Strength
Merciless: critical threat range equals level and has separate critical hit table

LEVEL ADVANCEMENT REPUTATION:


(LIST ANY REPUTATION-CHANGING EVENTS HERE)
Lv 1
Lv 2
Lv 3
Lv 4
SWASH-
BUCKLER
Max hit points: 10 → Quixotism: roll an extra damage
Main ability: Luck die in this turn (only with a sword).
Weapons of choice: swords and If to hit fails, the deed is wasted.
firearms
Armour: cloth and leather armour Fortunate
Swashbucklers may test their Luck in
D6 Instant Background any saving throw situation.
1 Bankrupt pirate
2 Former king’s musketeer Duelling
3 Expatriate corsair Swashbucklers can never refuse a
4 Fencing tutor duel. Their pride obliges them to fight
5 Self-proclaimed poet whenever they are challenged. Before
6 Duelling artiste each duel, they must roll 1d4 on the
table below.
Starting Equipment
Swashbucklers start with one cutlass, D4 Psychology Test
rapier or sabre (medium weapon), one 1 Superiority. The Swashbuckler
pistol or musket & ammunition (d8), can make two attacks per turn
one cape (counts as cloth armour), 4d10 at no additional cost (no need to
SP and one rare book (Divine Comedy burn Luck).
or Don Quixote). 2 Egotism. The Swashbuckler must
fight this duel until one of the
Chance Champion sides is dead.
Swashbucklers regain 1d3 of Luck per 3 Vanity. In the first two rounds,
long rest, up to their original value. the Swashbuckler will not attack
and simply try to dodge (make
Swashbuckling Deeds Dexterity tests to represent this).
At the start of combat, Swashbucklers 4 Arrogance. The pride of the
receive one deed token per level of Swashbuckler obliges him or
experience. They may spend these to her to fight without any piece of
perform the feats below – the same armour.
deed can be used multiple times. When
performing them, Swashbucklers may Gaining New Levels
test their Luck instead of the usual When advancing to a new level, Swash-
Strength or Dexterity roll (to hit). bucklers gain more deeds per combat
and may try to raise one ability of their
→ Flintluck: shoot a loaded firearm choosing (by beating its score on a d20
with double advantage. roll).
→ Touché: can fight back with a sword
even when hit by an adversary. Extra experience points: duelling and
Does not have disadvantage. slaying foes with bold swashbuckling
→ Fab fencing: make an extra attack stunts, and similar.
in this turn of combat with a sword.
36
SWASH-
BUCKLER
NAME:
BACKGROUND:

CHA INT
DEX LUCK (MAX)
STR LUCK (CURRENT)

HP 0 1 2 3 4 5 6 7 8 9 10 11 12

ARMOUR: (PLACE ARMOUR DICE ATOP THE FIGURE)


MAIN WEAPON:

INVENTORY
1 9
2 10
3 11
4 12
5 13
6 14
7 15
8 16

SPECIAL ABILITIES
Chance Champion: regains 1d3 Luck per day
Swashbuckling Deeds: do combat stunts a number of times equal to level per fight
Fortunate: can test Luck in any saving throw situation
Duelling: can never refuse a duel

LEVEL ADVANCEMENT REPUTATION:


(LIST ANY REPUTATION-CHANGING EVENTS HERE)
Lv 1
Lv 2
Lv 3
Lv 4
So then, his armour being furbished, his morion turned into
a helmet, his hack christened, and he himself confirmed, he came
to the conclusion that nothing more was needed now but to look
out for a lady to be in love with; for a knight-errant without love
was like a tree without leaves or fruit, or a body without a soul.
As he said to himself, “If, for my sins, or by my good fortune,
I come across some giant hereabouts, a common occurrence with
knights-errant, and overthrow him in one onslaught, or cleave
him asunder to the waist, or, in short, vanquish and subdue him,
will it not be well to have some one I may send him to as
a present, that he may come in and fall on his knees before my
sweet lady, and in a humble, submissive voice say, ‘I am the
giant Caraculiambro, lord of the island of Malindrania,
vanquished in single combat by the never sufficiently
extolled knight

Don Quixote of La Mancha,


who has commanded me to present myself before your Grace,
that your Highness dispose of me at your pleasure’?” Oh, how
our good gentleman enjoyed the delivery of this speech, especially
when he had thought of some one to call his Lady! T here was,
so the story goes, in a village near his own a very good-looking
farm-girl with whom he had been at one time in love, though,
so far as is known, she never knew it nor gave a thought to
the matter. Her name was Aldonza Lorenzo, and upon her
he thought fit to confer the title of Lady of his T houghts;
and after some search for a name which should not be out
of harmony with her own, and should suggest and indicate
that of a princess and great lady, he decided upon calling
her Dulcinea del Toboso -she being of El Toboso- a name,
to his mind, musical, uncommon, and significant, like all those
he had already bestowed upon himself and the things
belonging to him.
TIP CORNER DAMAGE
Due to the hit points system, it is
recommended that weapons never
HIT POINTS cause more than 1d8 of damage. This
As mentioned, in this system the hit means that, when converting from
points of characters are static. They other games, the GM should limit the
do not increase when PCs advance to damage of all mundane weapons by as
a new level. This is perhaps one of the much. Magic and supernatural beings
main differences that sets it apart from on the other hand can cause whatever
other OSR games. This choice in design damage the GM sees fit, but their usage
is meant to keep a historical in-play should be limited. This will create a
verisimilitude: if characters are hit by gap between mundane weapons and
an axe in the head or take a bullet, they supernatural damage-inflicting stuff.
will probably die. This makes combat That’s in the spirit of this game and a
faster, scarier, deadlier and a lot more great way to instil a historical feeling
dramatic. into the game.

This does not necessarily mean that the


PCs are going to die on every corner. SKILL ROLLS
Many of them have tokens, healing Many OSR games use difficulty levels
capabilities, tricks and so forth that (for skills) that characters must beat
prevent damage or even death. And, using a d20 roll. This game does not
even if their hit points drop to zero, use such mechanics, simply asking
they are still allowed to roll on the zero players to roll under the appropriate
hit points table, which kills them with ability. At the GM’s discretion, it is
only a roll of 6. But this design makes possible to give PCs advantage or
it that players are usually scared of disadvantage to certain actions to make
starting a fight and that’s exactly where up for this. If a task appears as easy in
you want them. another game, roll with advantage. If
the task is hard, roll with disadvantage.
In the event that the GM is exporting If it is almost impossible to achieve,
modules from other OSR games, it give double disadvantage to characters.
is recommended to choose and play
low-level adventures, so that the PCs
are not confronted by a human that is a
HP-mountain. If that’s the case, the GM
is advised to convert the hit points of
adversaries according to the following
table:

Max. hit points


Humans 12
(or default races)
Big animals 24
Supernatural Whatever the GM
wants

39
CONVERTING AC CONVERTING MONSTERS
To convert AC from other OSR games To adapt the stats of monsters from
that use ascending armour values, the other OSR games, the GM can convert
GM can use the chart below: any attack bonuses into extra points of
Strength (for monsters that do melee
AC Treat as damage) or Dexterity (for monsters
10 No armour who attack from range). The base
11 Helmet values for Strength and Dexterity is 8.
12 Cloth Armour For instance, a monster with an attack
13 Cloth Armour + Helmet bonus of +6 doing melee damage would
14 Leather Armour have Strength 14 in this game. The
15 Leather Armour + Helmet maximum value is 18. Attack Bonuses
16 Cuirass that would make monsters have more
17 Cuirass + Helmet than 18 points of Strength or Dexterity
18 Plate Mail are ignored. The damage that monsters
19 Plate Mail + Helmet do, as well as their hit points, remains
20 Plate Mail + Helmet + Shield the same.

40
Why this game?
Welcome to the 17 th century minimalist.
This is a fast-paced and highly-deadly game with a pinch of black
humour that puts characters as wanderers in 17 th century Europe.
You will play as tricksters, thieves, former soldiers, bankrupt
swashbucklers and petty physicians, roaming the Old Continent
in search of coin and glory.
The system is designed to allow fast character creation,
compatibility with other games (mostly in the OSR community)
and a reckless style of play.

→ All rules are simplified and compressed to their essence.


→ It assumes a historical, low-fantasy setting in the 17 th century.
→ It has firearms with flintlocks.
→ It does not have magic.
→ Combat is faster, deadlier and scarier.
→ Why? Because characters do not gain more HP in higher levels.
→ It has novel mechanics for experience and reputation. The two
together offer opportunities for a more narrative style of play.

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