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RULES CHARACTERS

PLAY: Players describe what their characters do. ► Come up with a name and choose a class to
The GM judges when their action is impossible, raise its skillset and gain access to its talents.
demands a cost or extra steps, or presents a risk.
WARRIOR: Increase Strength (d8). Take 1 talent,
Players can revise plans before committing so as
a weapon of your choice, and plain clothing.
to change goal/stakes. Only roll to avoid risk.
❏ Battle Rage: When you incapacitate a foe up
ROLLING: Roll 1 die — d6 by default, higher if you
close, strike another in reach just as hard.
have a relevant skillset (Strength, Reason, Speed,
❏ Endurance: Carry 2 heavy items comfortably.
or Presence), or d4 if hindered by circumstances,
❏ Martial Arts: Follow any 3+ hand-to-hand roll
injury, or carrying 2+ heavy items. If helped by a
with a grab, disarm, throw, trip, or the like.
risky stunt (push hard, hindering your next roll) or
❏ Overwatch: When you or an ally roll 1–4 in
circumstances (high ground, or an injured foe),
combat, you can take all consequences alone.
roll an extra d6; if an ally helps, they roll too and
❏ Second Wind: Ignore all hindrances until you
share any risk. Use the highest die for the result.
catch your breath. Sleep to use this again.
1–2 Disaster. Suffer the full risk. If it’s mutually
MAGE: Increase Reason (d8). Take the Wizardry
exclusive with your goal (GM’s call), you fail.
talent, a staff or dagger, a spell book, and robes.
3–4 Setback. A partial success (e.g., injuring
instead of slaying your foe) or a lesser ❏ Wizardry: Take 1 spell. Cast with Reason at risk
consequence (get injured instead of killed). of unnatural or dangerous side effects on
5+ Success. The higher the roll, the better. (1–2) you or (3–4) a friendly target.
❏ Alchemy: Bind a spell you know into a single-
If success can’t get you what you want (a blade
use concoction. Each costs ₡1 in materials.
can’t pierce this creature’s tough hide!), you still
❏ Dispelling: Remove an enchantment or cancel
get useful information or set up an advantage.
a casting. Risks deadly or painful backlash.
COMBAT: Openly battling well-matched foes may ❏ Rote: You may cast 1 spell you know with no
risk death. Mitigate risk with more modest goals risk of side effects, lasting as long as you
(e.g., drive off, not kill) or better tactics (cover, concentrate. (Casting in battle still risks harm).
stealth). If obstacles prevent enemies from being ❏ Sixth Sense: “See” and identify magic effects.
dispatched in one roll, establish players’ actions
ROGUE: Increase Speed (d8). Take 1 talent, dark
and risks, roll, and see what changes; repeat as
clothing, a dagger, and an extra coin (₡1).
needed. If killed, introduce a new character ASAP.
❏ Backstabbing: Silently incapacitate a foe while
DEFENSE: Break an item to turn a hit into a brief
unseen. If risk is unavoidable, roll an extra d12.
hindrance. Broken gear is useless until repaired.
❏ Blending In: Be unseen in crowds & darkness.
GM: Describe characters in terms of behaviors, ❏ Fast Talking: The gullible or unwary believe or
risks, and obstacles, not skill dice. Lead the group do what you say, at least briefly.
in setting lines not to cross in play. Fast-forward, ❏ Intrusion: When bypassing locks or traps, treat
pause, or rewind/redo for pacing and safety; disasters as setbacks, setbacks as success.
invite players to do likewise. Present dilemmas ❏ Jack of All Trades: Roll at least a d8 for all
you don’t know how to solve. Move spotlight to mundane tasks outside combat.
give all time to shine. Test as needed for bad luck ❏ Light Fingers: Pickpocket and palm small
— roll d6 to check for (1– 2) trouble or (3–4) signs objects in plain view, no roll needed.
of it. Improvise rulings to cover gaps in rules; on a ❏ Tumbling: Falls that hurt others only slow you.
break, revise unsatisfactory rulings as a group. Recover instantly when knocked down.
For more combat guidance, see 2400: Battle Moon, the free 2400: Emergency Rules, or ”Combat in 24XX” at pretendo.games
SPELLS
CLERIC: Increase Presence (d8). Take 1 talent, a ❏ ANIMATION: Enchant clay or wood effigies (or
staff, a prayer book, and vestments. corpses) to act as autonomous servitors.
❏ APPORT: Teleport a nearby target (which
❏ Theurgy: Take 1 spell. Cast with Presence at
could be yourself) to another place nearby.
risk of being hindered as a side effect until you
❏ BOLT: Strike a target with lightning.
(1–2) sleep or (3–4) pray.
❏ BOON: Helps 1 target at a time with 1 skillset.
❏ Abjuration: Enemies cannot approach or attack
❏ CHARM: Target treats you as a friend until
while you chant, so long as allies do not attack.
something leads them to question this.
❏ Guidance: You may offer words to help any task
❏ DARKNESS: Block all light in an area nearby.
using your Presence, without sharing in risk.
❏ DISGUISE: Resemble someone or something.
❏ Judgment: Concentrate to sense lies, ill intent,
❏ DIVINATION: Answers a yes-or-no question.
or (even symbolic) blood on someone’s hands.
Each casting requires new entrails to study,
❏ Laying on Hands: Roll Presence to fully heal
remains to question, or birds to analyze.
someone, at risk of taking their afflictions upon
❏ FLAME: Conjures fire to hold in hand or throw.
yourself (1–2) completely or (3–4) partially.
❏ FOG: Conjure a thick cloud, impairing vision.
► Either increase 1 skillset (d6 ➡d8 ➡d10 ➡d12) ❏ HOLD: Immobilize a target nearby.
or gain 2 characteristics marking your ancestry. ❏ INVISIBILITY: Make yourself invisible. Taking
any risk also risks breaking this effect.
❏ Bestial: Attack with fang or claw.
❏ LEVITATION: Lift and move a person-sized
❏ Dark-dwelling: Sense perfectly in darkness.
target (potentially yourself) at walking speed.
❏ Fire-breathing: Spray an area before you.
❏ LIGHT: Conjure a glowing orb, floating nearby.
❏ Magical: Take 1 incantation. Cast without risk
❏ MIND-READING: Sense all thoughts nearby.
of side effects, lasting while you concentrate.
❏ PHANTASM: Conjure an image or sound that
❏ Mechanical: No need for food or air. Must be
appears lifelike, but only at first glance.
repaired, not healed. Limbs break as defense.
❏ PROJECTION: Enter a trance & send your mind
❏ Small: Helps evade, hide, and seem harmless.
out as a floating, intangible, luminous spirit.
❏ Thick-skinned: While your guard is up, deflect
❏ SLEEP: Put as many targets to sleep as the
attacks from all but heavy weapons & magic.
highest die rolled when casting.
❏ Unsleeping: Rest awake. Ignore Sleep magic.
❏ TRANSFIGURATION: Touch someone to
► Take 2 coins (₡) to save or spend on items below. transform their body into another shape.
Most items, or 1 week’s food & lodging, cost ₡1. ❏ WARDING: Invisible, impassible dome or wall.
Shields & heavy armor deflect attacks from all but
heavy weapons & magic while guard is up. DURATION: Spell effects last until their caster
chooses to cancel them or falls unconscious.
1 Dagger 11 Acid, poison, or oil
2 Sword 12 Animal traps BATTLE MAGIC: Casting in battle may risk side
3 Mace 13 Lantern or torches effects and harm in 1 roll.
4 Maul, heavy 14 Locksmith tools
MAGNIFICATION: With Wizardry or Theurgy, face
5 Halberd, heavy 15 Mirror
greater risk to boost effects (e.g., hurl a giant
6 Staff 16 Pack animal (₡5)
fireball with Flame that endangers you or allies).
7 Bow & arrows 17 Rope & hook
8 Shield 18 Smithing tools ITEMS: Anyone can use spells bound in 1-use
9 Light armor 19 Spyglass concoctions (no roll needed) and artifacts (roll
10 Heavy armor (₡2) 20 Camping set, heavy Reason or Presence, depending on source, unless
“always on,” like boots with a boon to running).
LEGENDS SAY when the Otherworld threatened ► After a quest, players gain a talent (from their
the Firmament, THE LORD DEUS bade us take up class, or another if they have its skillset at d8),
steel and spell, defend the weak, and prove even gain an incantation (with Wizardry or Theurgy), or
the lowliest knave could someday be a Legend. raise a skillset (d6 ➡d8 ➡d10 ➡d12).

► Locations (roll d20 twice, interpret result) ► Quests (d4 to d20, roughly increasing in prestige)

1 The Alabaster… 1 Barrow 1 Travel to scatter ashes in a sacred place


2 The Bestial… 2 Bog 2 Rescue villager seized by hungry creatures
3 The Bleeding… 3 Cathedral 3 Capture a dangerous prison escapee
4 The Blue… 4 Chapel 4 Prevent bandit attacks on a peaceful village
5 The Bottomless… 5 City 5 Retrieve treasure from beast-ridden ruins
6 The Clockwork… 6 Cove 6 Study & report back on dangerous creatures
7 The Clouded… 7 Desert 7 Help a settlement survive a magical storm
8 The Crystal… 8 Gaol 8 Overthrow a sorcerer subjugating townsfolk
9 The Defiled… 9 Isles 9 Discover origin of metal fortress from the sky
10 The Dreaming… 10 Keep 10 Prevent assassination of a wealthy lout
11 The Fractured… 11 Library 11 Attend gala as a noble’s guests (bodyguards)
12 The Howling… 12 Lighthouse 12 Keep the peace at warring nobles’ summit
13 The Jagged… 13 Market 13 Protect clergy on trip to heal blighted colony
14 THE LORD’s… 14 Orrery 14 Establish alliance between besieged places
15 The Moonlit… 15 Peak 15 Recover sacred relic taken from a cathedral
16 The Never-folk… 16 Steppe 16 Retrieve legendary text from magical library
17 The Thieves’… 17 Tower 17 Seal Otherworld gate; DEUS forbids passage
18 The Thrice-cursed… 18 Valley 18 Bear the Ark of Legends to a safe place
19 The Underground… 19 Village 19 Find THE LORD’s Blood to heal a child queen
20 The Void-touched… 20 Wood 20 Find the chamber of DEUS, demand answers
► Encounters (9+ are unique) ► Treasures (d4 to d20 rarity)

1 Black ooze, duplicates if slashed, touch burns 1 Valuables (heavy, ₡d12 to the right buyer)
2 Bloodthirsty corpse, quick, quiet; must behead 2 Coins (₡d4 or more, depending on source)
3 Living statue, heavy fists, unhurt by weapons 3 Mundane weapon, armor, or supplies
4 Mica-flecked lizard, gaze petrifies (or slows) 4 Concoction (1 use, contains 1 spell effect)
5 Rotted bear, big, strong, steals meals’ voices 5 Stardust (1 use, fix a broken item)
6 Skeletons, armed, hinder piercing attacks 6 Healing tonic (1 use, clear all afflictions)
7 Spectral figures, intangible, painfully cold 7 Spell text (learn with Wizardry or Theurgy)
8 White wolves, horse-sized pack hunters 8 Artifact (contains 1 spell or effect)
9 Bishop Cleo, expert healer, stern but caring 9 Rope that moves like a snake on command
10 Eza, blue-skinned, soft-spoken merchant 10 Key that can open any lock
11 Glib Buttertongue, small, green, weird bard 11 Rings that share thoughts between wearers
12 Guh, huge, ungainly brute, clubs & eats folk 12 Pouch that holds limitless items
13 Lord Friedrich, would rather frolic than lead 13 Cloak that subtly deflects gazes while worn
14 René, bandit leader, gang laughs at his jokes 14 Boots that can walk on any surface
15 Threnody & Dirge, sweet & sour assassins 15 Blade that easily cuts anything but a sheath
16 Voath, blacksmith with stone feet, sad eyes 16 Staff that the bearer can grow and shrink
17 Wilderforth, noble, pays well for odd quests 17 Arrow with unerring accuracy
18 Xevex, dragon, claims to know the future 18 Mirrored shield that can deflect magic
19 Zeph, sorcerer, hid their mortality in an item 19 Breastplate that blocks all harm until you lie
20 THE LORD, unseen, speaks in symbols, visions 20 Banner that lets nobles magically help troops
Version 1.4 • Art by Beeple (Mike Winkelmann) • Permission is granted to reproduce for personal use

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