Professional Documents
Culture Documents
Princesses
A GLOG HACK BY HUDDY
CHARACTERS
ATTRIBUTES 8
PROFICIENCY 9
CHARACTER CREATION 10
BACKGROUNDS 16
BERSERKER 22
FIGHTER 24
DRUID 26
RANGER 30
ROGUE 32
WIZARD 34
HOW TO PLAY
ROLLING THE DICE 38
INVENTORY 40
COMBAT 42
GAINING XP 50
LEVEL UP! 51
CREDITS 52
2
How to Play
The game is a CONVERSATION.
The Players tell the GM what they WANT TO DO, usually after having
asked questions about the situation
If what they want to do is risky, the GM might ask them to ROLL THE
DICE.
HACK AND MOD: If it’s your vibe, please - tear the rules apart and hack them into
something you prefer. Ignore rules, modify rules, make new ones when you have better
ideas. After all, this book is the result of hacking the better ideas of smarter people into
a shape I like the look of.
Weird Terms
PC: Player character. A fictional character NPC: A fictional character created,
created, controlled and inhabited in role- controlled and inhabited in role-play by
play by a player. the GM.
GM: Game Master (very silly name). The DX: Denotes a die type. X is the highest
GM is just another player, who plays with number on the die. For example, a d6 is a
different toys. They play the world, and standard six-sided die.
everyone in it, as well as making ROLL D66/D100: Roll two d6/d10’s. The
judgements on rulings. first die is the tens, and the second is the
The GM is not solely responsible for out of units. For example, if you rolled d66 and
game issues, such as difficult players, or got a 2 and a 3, that would be a 23. For
conflict between people at the table. This is d10’s, the 0 on the d10 equals 0, not 10.
everyone’s responsiblity. Love each other. DIE SIZE CHAIN: d4 < d6 < d8 < d10 < d12
3
Advice for Players
BE PROACTIVE SCHEME & PLOT
• Find something to impact, and impact • Devise schemes, craft plots, plan
it. solutions.
• Have a goal, and devise schemes as a • Think outside the box.
team to achieve it. • When you make a clever plan, you
• Be cautious and clever, but don’t stop usually don’t need to roll the dice.
seeking danger and adventure.
DON’T PLAN STORIES
ASK QUESTIONS • Play to find out what happens. The best,
• Ask the GM questions about the most memorable stories are the ones
situation. formed naturally by playing the game.
• Ask NPC’s questions about the • If you want to write a backstory, restrict
situation. it to 1d6 bullet points, and don’t have
expectations from it.
• Ask other players questions about their
characters. • GM: Prepare situations, not stories.
Playgrounds, not plots.
INTERACT WITH THE WORLD
• Bring a notebook to each session. Take EACH SESSION IS A PARTY
notes and make maps. • Grab snacks, pizza, drinks. Embrace the
party spirit, the chaos.
• Interact with the world - the people -
the situations - as if real. Bring your • Consider leaving your phone for breaks.
character to life - this doesn’t mean you We’re here to hang out with our friends.
need to do a silly voice, just make them • Set boundaries at the start and respect
someone we can care about. them.
• Don’t engage via your character sheet.
Tell the GM what you want to do, DON’T FORGET TO LOVE EACH
they’ll let you know if you need to roll. OTHER
THE WORLD IS DANGEROUS • It’s a team game. Work together.
• Fight dirty and know when to run. • Respect the GM if they respect you.
• You can always recruit allies if you need They’re doing their best to make the
them. game as fun for you as possible. Trust
their rulings, respect their prep, tell
• Expect death. Learn to laugh at the them when you had a good time.
terrible misfortunes of your characters,
and learn from your mistakes. The GM • Don’t forget to love each other.
will get you back into the game as soon
as you’ve made a new character. Make a
backup character at the start, try to
always have one handy.
4
5
6
Characters
7
Attributes
A character has six core Attributes, SCORE OR MODIFIER? When referring to
represented in Scores and Modifiers. abilities, the long-hand, e.g. Charisma,
Modifiers are added to rolls, while Scores are refers to the score, while the short-hand, e.g.
used to determine the power of other CHA, refers to the modifier.
aspects of a character, usually in a more
passive manner.
PHYSICAL MENTAL
STRENGTH (STR): Brawn, muscle, and INTELLIGENCE (INT): Learning,
physical power. Added to most melee memory, and reasoning.
attacks.
WISDOM (WIS): Perception, intuition,
DEXTERITY (DEX): Agility, reflexes, mental strength, and empathy.
speed, balance, and physical finesse.
CHARISMA (CHA): Force of personality,
CONSTITUTION (CON): Health, stamina, persuasiveness, social magnetism,
and endurance. leadership, and luck. Lady luck doesn’t
favour the bold… she favours the
protagonist.
8
Proficiency
A character’s Proficiencies represent your SPECIALISM
character’s specific skills, experience or Some tasks will demand more specific
other areas of expertise. They manifest in expertise, and as such, characters with a
the following ways. Proficiency that is especially well-suited
would gain a bonus or will require specific
PROFICIENCY BONUS Proficencies to even attempt them.
When you roll, and one of your Proficiencies
is relevant to the task, you add your PB to • Backgrounds let you take actions you’d
the roll. be experienced in from that background
without rolling. In actions you’d be
For example, if you try to sneak past someone, familiar with from that Background
and are proficient in Stealth, you would add they give you +1d6.
your PB to the roll. Or, if you’re trying to
influence someone, but have to roll with • Tools let you perform specific actions
Charisma because what you’re saying will only that would only be possible if you knew
sway them if they find you sufficiently how to use that Tool. If you have to roll
charming, you could add your PB to the roll if when using the Tool, you add your PB.
you have Persuasion. In combat, if you’re
proficient with swords, and attack with a sword, For example, A Barber-Surgeon shouldn’t have
you add your PB to the attack roll. to roll to perform an amputation, but if they
need to perform that amputation in the next
SAVES minute or the character will die, they would
have to roll (albeit with +1d6 and PB).
When you make a Save that you’re
Meanwhile, someone with Medicine would have
Proficient with, add your PB to the roll. This
to roll, and only add their PB, because their
is the only use for Save Proficiencies.
Proficiency is more general. Or, anyone can try
to pick a pocket, but proficiency in Sleight of
KNOWLEDGE
Hand would increase the chance of success.
Your character will know information However, only someone proficient in the use of
relevant to the Proficiency. For more esoteric an Alchemy Kit could brew a potion.
knowledge, this depends on their Passive
Score with that Proficiency. PASSIVE PROFICIENCY SCORES
For example, someone with Nature will know If a Proficiency is passively relevant, for
about terrain, plants, animals, and the weather. example to determine whether a character
Meanwhile, a former Actor will know all about would know something especially esoteric,
various plays, practitioners, and theatres. use their Passive Score with that Proficiency.
Someone with the Rat Catcher background will
A character’s Passive Proficiency is equal to
know pretty much everything about rats, while
10 + Attribute Modifier + Proficiency
more specific details about rats would depend on
Bonus. For example, if Tamlin has +1 INT, a
their Passive Nature.
PB of +2, and Proficiency in History, his Passive
History would be 10 + 1 (INT) + 2 (PB) = 13.
9
Character Creation
1: START Your Background is your first Proficiency
Your character starts at Level 1 with a and also grants you additional items (if a
Proficiency Bonus (PB) of +2 and a Speed of Tool, gain Proficiency in it).
30ft.
DETAIL: Give your Background an adjective
(a ‘Disgraced Minstrel’ is already much more
2: ROLL ATTRIBUTES
interesting) or no more than:
Your Attributes are the characteristics which
rank your ability to perform as an • Did X, then Y, also involving person or
adventurer in different areas. place Z.
• Strength (STR) • Accomplished X by doing Y, involving
person or place Z.
• Dexterity (DEX)
• Constitution (CON) 5: CLASS
• Intelligence (INT) Roll or choose your Class, a set of
thematically linked abilities. From it, note:
• Wisdom (WIS)
• Hit Die (HD)
• Charisma (CHA)
• Starting Proficencies
Roll 3d6 to determine each attribute’s Score.
Use your Scores to determine your • Starting Items
(Modifiers): 3 (-3) | 4-5 (-2) | 6-8 (-1) | 9-12 • Level 1 Abilities
(+0) | 13-15 (+1) |16-17 (+2) | 18 (+3).
6: MAXIMUM HIT POINTS (HP)
RE-ROLL: You may re-roll all your scores if
Your Hit Points determine how many hits
the total of your modifiers would equal less
you can take before you are seriously injured
than 0. But take heed - weak characters can
or killed. Roll your Hit Die + CON to get
lead to some of the most fun characters and
your max HP.
stories.
• You may re-roll 1s and 2s.
3: ANCESTRY
Your Ancestry is made up of your Species • Heroic: For characters who are meant
and Culture. Roll, choose, or invent (subject to be innately special, max HP is equal
to GM approval) it now. to the max value of your Hit Die + CON.
10
Character Creation
8: COMBAT STATS 11: APPEARANCE
ARMOUR CLASS (AC): Your AC is Roll, choose or invent the following aspects
determined by the armour you’re wearing. of your character’s appearance:
• Physique
WEAPONS: Fill in stats for your weapons.
• Face
• Attack Bonus: The weapon’s modifier
(usually STR for melee, DEX for • Hair
ranged). If you’re proficient with the • Clothing
weapon, add your PB too.
• Damage: The damage die + the 12: NAME
weapon attribute modifier. Give your character a name.
• Range: The weapon’s range is in feet,
and two numbers, e.g. 80/160. The first 13: BONDS
is the Range, in feet, and the second is Roll, choose or invent how you know the
the Long Range. character to your left, or the dynamic of the
relationship. Both players must agree to the
9: LANGUAGES Bond.
You start knowing Common and the
historical language of your Ancestry. You Bonds are usually only done when everyone
know +INT more languages (minimum 0). is making new characters together.
You may decide languages retroactively.
11
Species and Cultures:
The Ancestries of the Realm
Mercutio Valentine, Troubadour
12
Humans
Like the other species, Humans appear in a dazzling array of
different body types, skin colours, and physical features - there
are handsome Humans, and there are just as many less fortunate
than myself. However, I have been told by friends of other
species that we are considered to have special potential for
variation because despite our short lives (compared to them),
and how we ‘breed like rabbits’ (not my words) they’d expect to
see a few doubles, but we are all completely unique. They
mentioned that I, Mercutio Valentine, was particularly unique…
but I couldn’t tell whether it was a compliment or a mockery.
Elves
Elves resemble humans if they were designed by a strikingly
expressive portrait artist… larger eyes, pointed ears… lithe
bodies which move in graceful, dynamic shapes. Although
sword or disease can fell them, otherwise, they live so long that
as far as Humans can tell, they are immortal.
13
Dwarves
Dwarves appear very similar to Humans, except that, even
fully-grown, Dwarves are invariably shorter than us Humans - I
have yet to see a Dwarf over 5 feet tall. However, I have seen
many Dwarves, particularly those who have history
underground, weigh as much as much taller folk, for they seem
to develop physiques of pure muscle and bulk.
Gnomes
Gnomes appear like Elves, but have an average height of just
over 3 feet. Gnomes have gained a reputation for an insatiable
curiosity, reflected in their expressive features - with bright
eyes that widen impossibly with wonder and large, pointy ears
that seem to want to extend to pick up every frequency of my
dulcet tones. Indeed, it seems that compared to most Humans,
Gnomes are hyper-sensitivite to all the sights, sounds, smells,
and ideas in front of them at any given moment.
14
about secondary things like consequences later. Fortunately, I
have found Gnomish audiences to be most receptive to my
more comedic pieces, demonstrating a teriffic sense of humour,
and when someone is quick to see the funny side, a willingness
to make mistakes and takes risks follows. Perhaps it is these
traits that have led to their reputation as some of the finest
artisans, tinkers, and inventors. Further, I have known many a
Gnome to be as obsessive as they are fickle, capable of
becoming utterly fixated on one idea, and then suddenly,
become completely obsessed with something else entirely,
often mid-conversation… come to think of it, something I have
been accused of repeatedly when it comes to the opposite sex.
Lizardfolk
Lizardfolk, or ‘Lizards’ are reptilian humanoids which stand
distinctively tall, usually at between 6 and nearly 7 feet in
height, and strong, defined physiques that are the result of
rigid sport and nutrition regimes.
15
Backgrounds
D88 BACKGROUND START WITH
11 Actor Disguise Kit, Wooden Sword
12 Alchemist Alchemy Kit, Random Potion
13 Blacksmith Smith’s Tools, Iron Ingot
14 Banker Set of Scales, Paper, Ink and Quill
15 Brewer Brewing Kit, Tiny Barrel of Beer
16 Burglar Thieves Tools, Grappling Hook
17 Charlatan Forgery Kit, Loaded Die
18 Cleric Religious Insignia (of the God you follow), Holy Water
21 Cook Cook Utensils, 1d4 Scrumptious Rations (roll to heal at rests with A*)
22 Engineer 3 Flasks of Grease
23 Gambler Gaming Set, Loaded Die, Debt of 1d10 x 1d6sp
24 Guard Manacles, Lantern
25 Herbalist Herbalism Kit, Healing Herbs (heal 1d4 HP, medicine)
26 Hunter Animal Bait, Bear Trap
27 Jester Silly Hat, Juggling Balls
28 Librarian Paper, Ink and Quill, Forbidden Book
31 Fisher Net, Fishing Set
32 Merchant Small Lockbox, 2d6sp
33 Miner Pick, Lantern
34 Bard Musical Instrument, Book of Poetry, Ostentatious Outfit
35 Noble Scion Fine Clothes, Fancy Signet Ring (1d10 x 1d6sp)
36 Shipwright Carpenter’s Tools, 50ft Rope
37 Painter Painting Supplies, Sketch Book
38 Scribe Calligraphy Kit, Extra Language
41 Urchin Small Knife (1d4 damage, easy to hide), Wooden Bowl
42 Rat Catcher Small, Vicious Dog (name them)
43 Sculptor Chisel, Stone Bust of Someone
44 Smuggler Coat (1d6 Hidden Pockets), Fence Contact
45 Stable-Person Saddle, Horse Feed
46 Scholar Paper, Ink and Quill, Very Specific Field of Expertise
47 Tailor Needle, Thread, Cloth
48 Gardener Shovel, Bag of Soil
51 Barber-Surgeon Barber-Surgeon’s Tools, Jar of Leeches
52 Courtesan/Companion Eye-Catching Outfit, Makeup Kit (Disguise Kit)
16
Backgrounds
D88 BACKGROUND START WITH
53 Woodcutter Lumber Axe, Bundle of Wood
68 Soldier Extra Weapon, Shield (bears crest and colours of former army)
Slave Iron Shackles, Reminder of Past (e.g. brand, scar, tooth ripped out of
71
your slaver’s mouth)
72 Squire Shield, Saddle
75 Physician Medicine Kit, Book of Medicine, Healing Potion (2d4 + Level HP)
17
Random Ancestry, Appearance & Drive
ANCESTRY (D20) DRIVE (D12)
1-12. Human | 13-14. Dwarf | 15-16. Elf | 17- 1. Triumph of…
18. Gnome | 19-20. Lizardfolk 2. Defeat of…
18
Bonus Items & Bonds
BONUS ITEM (D66) BONDS (D50) 26. Looking for same rare item
11. Bandages 1. Admired by 27. Lost friends in same
12. Buckler 2. Admires mysterious circumstances
13. Caltrops in bag 3. Adoptive cousins 28. Member of the same
14. Carrier pigeon and cage 4. Apprentices under church
15. Crowbar same master 29. Named in same
5. Both bad at same inheritance
16. Flint and steel
mundane activity 30. Owed something by
21. Grapple and rope, 50'
6. Both skilled at same 31. Owes something to
22. Hammer, bag of nails
mundane activity 32. Pen pals
23. Holy water in vial
7. Both think the other is 33. Ran away from home
24. Lantern, 3 flasks of oil
someone else they know together
25. Lockpick set
8. Can't place where you 34. Received same mysterious
26. Pole, 10'
saw each other, but letter
31. Shovel
have major deja vu 35. Roommates
32. Torches, 3
9. Cell buddies 36. Same embarrassing
33. Rations, 3 nickname
10. Childhood friends
34. Acid, vial 37. Same political agitation
11. Collaborators on
35. Bear trap group
project
36. Book (blank), ink, quill 38. Saved their life
12. Contracted by
41. Cheese, large wheel 39. Scammed in same con
13. Drinking buddies
42. Clothing (fancy) 40. Scarred in same event
14. Former classmates
43. Gold coins (fake), 10 41. Study same obscure
15. Former coworkers
44. Hand mirror subject
16. Frequented same
45. Holy symbol 42. Suffering from same
establishment
46. Key to inn room disease
17. Friendly rivals
51. Leeches in jar 43. Sworn to protect
18. From the same town
52. Liquor, bottle 44. Their mentor
19. Have a business plan
53. Locket, shiny for when you retire from 45. Their student
54. Lodestone adventuring 46. Traveling companions
55. Musical instrument 20. Have same ex 47. Unrequited crush
56. Perfume (pungent) 21. Same guild 48. Used to date, mutually
61. Poison, vial membership broke it off
62. Sleeping draught in vial 22. Idolize same famous 49. War buddies
63. Spice bags, 3 figure 50. Wear same unfashionable
64. Spyglass 23. Introduced by article of clothing
65. Tobacco, pipe mutual friend, hit it off
66. Football, leather 24. Know each other’s
embarrassing secrets
25. Life saved by
19
20
Classes
21
Berserker
ally can spend an action to try to end your
Hit Dice: 1d12
Rage prematurely with a CHA check, where the
Weapon Proficiency: Simple weapons, DC is equal to the Rage Die’s current value.
Melee weapons.
Tool Proficiency: None. IRON HIDE: When you wear no armour, you
Saving Throw Proficiency: Strength, can add your Berserker level to your AC and
Constitution. your speed is increased by +10ft. You can use a
shield and still gain this benefit.
Skill Proficencies: Choose three from: (1)
Animal Handling, (2) Athletics, (3)
RECKLESS ATTACK: You can throw aside all
Leadership, (4) Nature, (5) Perception, and
concern for defense to attack with fierce
(6) Survival
desperation. When you make your first melee
Starting Equipment: Greataxe, two attack using STR on your turn, you can decide
handaxes.
to attack recklessly.
22
23
Fighter
Hit Dice: d10
WEAPON TECHNIQUES (D10)
1. Cleave (slashing weapons): If you kill a
Weapon Proficiency: All.
creature, you can immediately make a
Tool Proficiency: None. single free attack on a creature within
Saving Throw Proficiency: Strength, melee reach.
Constitution.
2. Crush (bludgeoning weapon): If you
Skill Proficencies: Choose three from: (1)
miss, you still deal 1 or STR damage
Acrobatics, (2) Animal Handling, (3)
Athletics, (4) History, (5) Medicine, (6) (whichever is highest) from the sheer
Leadership, (7) Perception, and (8) Survival impact of the strike.
Starting Equipment: Chain mail, melee 3. Dual Wielding (two weapons): If you
weapon, shield, any weapon. roll doubles on damage, both dice deal
damage.
CLASS ABILITIES 4. Haft Attack (polearm): After attacking,
Level 1: Weapon Techniques, Parry you may immediately make another
Level 2: Extra Attack, +1 Weapon Technique attack with the other end of the weapon,
Level 3: Threat Assessment, +1 Weapon as a bonus action with D*. If it hits, it
Technique deals 1d6 damage.
Level 4: +2 Weapon Techniques 5. Heavy Attack (heavy weapons): You
can choose to roll initiative with D* to
WEAPON TECHNIQUES: You start with 1 deal +1d6 damage on your turn.
Weapon Technique. While wielding a 6. Riposte (one-handed sword): When
weapon, if you have any relevant Weapon you Parry the incoming damage to 0, and
Techniques in it, you gain the bonuses your off-hand is free, you may use your
granted by those Weapon Techniques. reaction to make a free melee attack
against the opponent.
PARRY: Once per long rest, you can use your
7. Shield Bash (shields): When you hit an
reaction to reduce the incoming damage of a
opponent in melee with a shield, you can
melee attack by 1d6 + Fighter Level points.
bash them, granting A* on attacks
With a shield equipped, you can parry
against until they use an action to
ranged attacks and may sunder it to parry 12
recover.
+ Fighter Level damage instead.
8. Swift Reload (missile weapons with
EXTRA ATTACK: When you attack, you may reload): You can reload as a bonus
attack twice. When you attack with D*, you action.
may exchange your second attack to cancel 9. Swift Shot (missile weapons without
the D*. reload): After attacking, you may
immediately make an attack with the
THREAT ASSESSMENT: After 10 minutes same weapon, as a bonus action with D*.
studying a creature or 1 round fighting it,
you can ask the GM how many HD they 10. Throwing (throwing weapons): As a
have, and they will answer truthfully. bonus action, you may throw a throwing
weapon with D* if you have a free hand.
24
25
Druid
SPELLCASTING: You start with 1 Magic Die
Hit Dice: d6
(MD), and 1 Focus.
Weapon Proficiency: None.
Tool Proficiency: Herbalism Kit. Starting Spells: You know all the Cantrips,
Saving Throw Proficiency: Intelligence, minor spells which can be cast freely. Roll a
Wisdom. d6 twice on the spell-list to determine
Skill Proficencies: Choose three from: (1) which spells you know.
Arcana, (2) Animal Handling, (3) Insight,
(4) Medicine, (5) Nature, (6) Perception, (7) Spell Save DC: When a target of your spell is
Religion, and (8) Survival allowed a save against the effects, the save
Starting Equipment: Quarterstaff, dagger, DC is equal to 12 + Druid Level.
leather armour, druidic focus.
WILDSPEAK: You can speak to mundane
CLASS ABILITIES animals and plants.
Level 1: Wild Shape, Spellcasting, +1 MD, +2
Spells (1-6) WILD SHAPE MASTERY: While in your
Level 2: Wildspeak, +2 Spells (1-8) Wild Shape:
Level 3: +2 Spells (1-10) • You can cast spells.
Level 4: Wild Shape Mastery, +2 Spells (1-12) • You can communicate as yourself.
WILD SHAPE: You may shapeshift into a • You don’t have to return to normal form
mundane animal you’ve seen before up to before shapeshifting again.
[Druid Level] times per Long Rest. The
animal cannot have more HD than your DRUID SPELLCASTING
Druid Level. While in your Wild Shape: You use MD to cast spells.
• You can’t cast spells. 1. When you cast a spell, spend and roll
any number of your MD, up to your
• You communicate as the animal. Focus, to see how effective the spell is:
Dice is the number of MD rolled, sum is
• You must turn back into your normal
their total value.
form before shapeshifting again.
• Attributes: You use the animal’s 2. Return spent dice that roll 1-3 to your
physical attributes but keep your pool.
mental attributes. 3. If you roll doubles while casting, a
• HP: You adopt the animal’s HP, random Mishap occurs. If you roll
determined by rolling a number of d8’s triples, you suffer your Doom.
equal to its Level as a separate HP pool.
4. Regain all spent MD after a Long Rest.
When your Wild Shape HP pool hits 0 If the rest was interrupted, you can
HP, you revert to your normal form; any make a CHA check for each MD to have
excess damage is carried over into your them return to your pool anyway.
normal HP pool.
After up to [Druid Level] hours, you revert.
26
Druid
27
Druid Spells
DRUID MISHAPS SPELL LIST
Roll 1d6 on the table below when you roll 1. BARKSKIN: You touch a target’s skin,
doubles on a spell. granting it an extra layer of super tough bark
for up to 1 minute: their AC cannot be lower
1. You lose 1 MD until you take a Long
than 15 + dice. However, their movement
Rest.
speed also takes a 10ft penalty, and they are
2. You take 1d6 damage in a dramatic way
extremely flammable.
that’s related to the spell you cast or
something nature-flavoured. 2. CHARM ANIMAL: Up to dice animals
3. Your MD are exhausted on a 1-2 until must make a CHA save or treat you like they
you take a Long Rest. would a trusted friend for up to 1 hour. They
4. You sprout antlers for 1d6 hours. have A* if they are being attacked by you or
5. The spell doesn’t go off until 1d4 rounds your allies.
from now.
6. Gain a fish mouth for 1d6 hours. You 3. HEALING SPIRIT: You conjure a
cannot speak properly or cast spells. stationary spirit somewhere within 30ft for
up to sum rounds. It heals allies within
DRUID DOOM melee range for 1d6 HP.
You drop to 0 HP and lose your Druidic
powers until you destroy something 4. THORN WHIP: You conjure a thorny vine
civilized that is more important than the whip for sum rounds. It has a range of 20ft,
last thing you destroyed. deals 1d6 + dice damage, and if a target who
takes damage is Large or smaller, you can
CANTRIPS pull them 10ft closer to you.
MINOR GROWTH: You instantly make a
5. FOG CLOUD: You breathe out an
flower blossom, a seed open, or a leaf bud
obscuring fog cloud in a 30ft radius sphere.
bloom.
Sunlight, wind, or heat dissipates the fog in
DRUIDIC PRESTIDIGITATION: You create 10 minutes. At 3+ dice other casters cannot
an instantaneous, harmless sensory effect cast spells within the fog.
(falling leaves, puff of wind, sound of a
6. WOODBEND: Wood (door, weapon
small animal, faint odour of manure...) or
hafts, trees) that you touch bends or
create a tiny, harmless sensory effect that
unbends. After up to dice hours, the wood
predicts what the weather will tomorrow at
bends back.
your current location. The effect lasts for
about a minute, and might manifest as a 7. WEAVE: You weave plants within 60ft
golden orb for clear skies, a cloud of rain, into an animated rope dice x 30ft long or
falling snowflakes for snow… animate an existing mundane rope. When
the spell ends after sum x 10 minutes, the
LOCATE ANIMAL: You know exactly where
plants return as best they can to their
the nearest example of a common animal
previous state.
you specify is, unless there are none within
[Druid Level] miles.
28
Druid Spells
8. ENTANGLE: Grasping vines sprout from 10. CALL OF THE WILD: You can summon
a point in the ground within 60ft in a dice x up to sum HD of animals from the area to
10ft square for up to 10 minutes. The area your vicinity. You may specify the type of
becomes difficult terrain, and anyone in the animal.
area or passing through it must make a STR
save or be caught and restrained by the 11. SMOKE STEP: You teleport to some
vines. At the start of their turn, they can use place within 100ft that you can see, leaving
their action to make a Strength check to behind a puff of wood smoke. For each dice
break free. above 1, you can take someone with you.
9. WILD ASPECT: Up to dice creatures you 12. UPROOT: You touch dice trees or sum
touch gain one aspect of an animal (a frog’s smaller plants. For up to 1 minute, you can
tongue, an eagle’s eyes, a fish’s gills) for up have them uproot and march to a new
to 1 hour. location. Trees have a speed of 5ft, smaller
plants have a speed of 10ft.
29
Ranger
RANGER ABILITIES: You start knowing 1
Hit Dice: d8
Ranger Ability.
Weapon Proficiency: Simple, One-Handed
Melee, Bows, Crossbows. • When you take Animal Companion,
Tool Proficiency: Herbalism Kit. you gain the Level 1 ability.
Saving Throw Proficiency: Strength,
Dexterity. • Next time you gain a Ranger Ability, you
Skill Proficencies: Choose three from: (1) may instead take the next Level of
Animal Handling, (2) Athletics, (3) Insight, Animal Companion.
(4) Medicine, (5) Nature, (6) Perception, (7)
Stealth, and (8) Survival. RANGER ABILITIES (D8)
Starting Equipment: Two shortswords, 1. Ambush: You roll initiative with +1d6 and
longbow, quiver with arrows, leather have +1d6 on attack rolls against creatures
armour who haven’t taken their turn yet.
2. Expertise: Choose two of your Skill
CLASS ABILITIES Proficiencies, or one of your Skill
Level 1: Wildling, Ranger Abilities Proficencies and one of your Tool
Level 2: +2 Ranger Abilities proficiencies. Your PB is doubled for any
Level 3: +2 Ranger Abilities check you make that uses either of the
Level 4: +1 Ranger Ability, Deadeye chosen proficiencies.
3. Quarry: Once per long rest, you can mark
RANGER ARCHETYPE: You are at home in one creature you can see as your Quarry. You
the wilderness: can only have one Quarry at a time.
• When a random encounter occurs • Your rolls to track your Quarry have
outside, you can draw or modify the +1d6.
terrain map and choose starting • Your attack rolls targeting your Quarry
positions (GM discretion). have +1d6.
• When you forage, you find double the • You step up the damage die when you
amount of rations. hit your Quarry (1d6 > 1d8 > 1d10 >
1d12).
• You can predict season-appropriate
4. Ranger Sense: When you’re in the party,
weather for the next day, with a
the range at which you get Omens (clues of a
successful WIS check. If you succeed,
nearby creature) increases by +1. If you come
you tell the GM what the weather will
across any tracks, you can ask the GM
be. The DC increases by +2 for each
questions based on them that they will
successful prediction. You can detect
answer truthfully, as long as the answer
but not choose natural disasters.
could reasonably be discerned from the
tracks.
5. Speak with Animals: You can speak
fluently with all mundane animals.
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Ranger
6. Traps: You gain proficiency with the • Directing them in combat takes an
Trapper’s Kit. It takes 10 minutes to craft a Action, but you can spend an
trap in natural terrain. When you craft a Action before or during combat to
trap, choose up to 3 effects from the list set up an Action, e.g. “attack when
below. Mark one X on your trapping kit for I attack”.
each effect you choose. • You learn the language your
• Damage: Victims take 1d6 damage. companion speaks (e.g. Dogs speak
Canine, Cats speak Infernal).
• Halt: Victims are immobilized.
• Level 2: Your bond with your animal
• Alert: Victims set off a loud racket.
companion has improved:
• With other items (poisons, flammable
• You can direct your animal
oils), you can create more trap types.
companion with your bonus
7. Trophies: You can spend 10 minutes to action.
harvest a Trophy from your prey. You gain +1
• Your animal companion can try
bonus Ready Slot that can only hold a
and stabilize you. They add your
Trophy. The rare ones fetch a pretty penny
Ranger Level to checks to stabilize
to the right collector. Sales grant 1 XP per
you.
silver piece gained to everyone in the party
who helped kill the creature. Each readied • If you have a bonus to attack an
Trophy gives you: opponent, your animal companion
has the same bonus when they
• +1 AC and +1 damage against that type
attack them.
of creature (maximum +4).
DEADEYE: Until the end of your turn, you
• +1d6 on checks to avoid or negate their
can spend a Bonus Action to enter a state of
special effects (minimum roll = readied
extreme focus where time seems to slow
trophies).
down. While in Deadeye:
8. Animal Companion: You can only ever
have one Animal Companion at a time. • When you attack, you attack twice.
Changing Animal Companion takes a week
of downtime spent bonding. • On a hit, you can exchange damage to
target a specific area on the target, such
• Level 1: : Choose any mundane animal as the leg to halve movement speed, or
with HD equal/lower than your Ranger shoot their weapon out of their grip. On
Level. Name and detail them. Compared a critical hit, you may also deal normal
to regular pets: damage. The specific usage of this
• Your Companion can follow more ability is at the GM’s discretion.
complex commands.
• When the turn ends, Deadeye is
• Your Companion acts on your exhausted until you take a Long Rest.
initiative.
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Rogue
Hit Dice: d8
ROGUE TALENTS (D12)
1. Actor: As long as you look the part, you
Weapon Proficiency: Simple
can act the part, and people will always
weapons, hand crossbows, light
assume that you are who you appear to be
weapons, finesse weapons.
unless and until you give them a strong
Tool Proficiency: Thieves tools. reason not to.
Saving Throw Proficiency: Dexterity,
Charisma 2. Alternate Identity: As long as you have a
Disguise Kit and a Forgery Kit, you have the
Skill Proficencies: Choose five from: (1)
disguise materials and documentation for
Acrobatics, (2) Athletics, (3) Deception,
an alternate identity of your choice - flesh it
(4) Insight, (5) Perception, (6)
out. You don’t mark usage on your kits. You
Persuasion, (7) Sleight of Hand, and (8)
can change your alternate identity by
Stealth.
spending a week of downtime and 10 gp to
Starting Equipment: Shortsword, change it.
leather armour, three daggers, thieves
tools. 3. Assassinate: Hits on helpless or unaware
enemies are always critical hits, and
ROGUE FEATURES enemies which aren’t significiant/GM-
named are killed instantly.
Level 1: Rogue Talents, Sneak Attack (+1d6),
Expertise 4. Connected: If you’ve spent at least 1 week
Level 2: +2 Rogue Talents in a town, you’ll have built a web of useful
Level 3: +2 Rogue Talents contacts. If you want something (items,
Level 4: +2 Rogue Talents, Sneak Attack information, invites to parties, etc) which
(+2d6), Expertise could reasonably be obtained in your
location for the right price, then you know
SNEAK ATTACK: Once per turn, if you have someone who can get it for you.
A* on an attack roll with a light or ranged
weapon, you deal an additional +1d6 5. Fast Talk: So long as no one can verify
damage. At 4th level, the damage bonus something vaguely plausible you’re saying is
increases to an additional +2d6 damage. wrong, you can lie and they’ll believe you for
at least d6 minutes.
EXPERTISE: Choose two of your Skill
Proficiencies, or one of your Skill 6. Hardcore Parkour: If you could parkour
Proficencies and one of your Tool through difficult terrain, it isn’t considered
proficiencies. Your PB is doubled for any difficult terrain for you. Treat every fall and
check you make that uses either of the leap as half the distance. Your speed
chosen proficiencies. increases by +15ft.
33
Wizard
Wizard School Ability: When you reach
Hit Dice: 1d6
Level 4 in a Wizard School, you gain the
Weapon Proficiency: None. Level 4 Ability.
Tool Proficiency: None.
Saving Throw Proficiency: Intelligence, Eclectic Educations: When you learn spells
Wisdom. from advancing to the next Wizard Level,
Skill Proficencies: Choose three from: (1) you may choose to learn new Spells from a
Arcana, (2) History, (3) Insight, (4) different School. However, taking this
Medicine, (5) Nature, and (6) Religion option ‘locks’ the Level 4 Ability of your
Starting Equipment: Quarterstaff, original School for you (this doesn’t apply to
spellbook, ink and quill. learning new spells from spellbooks or other
Wizards). If you take this option, it’s
expected that this is always to reflect the
CLASS FEATURES narrative, and never for game mechanical
Level 1: Wizard School, Spellcasting, Book (non-diegetic) reasons.
Casting
Level 2: +1 MD, +1 Focus, +1 Spell Slot, +2
Spells (1-8)
Level 3:+1 MD, +1 Focus, +1 Spell Slot, +2
Spells (1-10)
Level 4: Wizard School Ability, +1 MD, +1
Focus, +2 Spell Slots, +4 Spells (1-12)
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Wizard
SPELLCASTING: You start with 1 Magic • Spell Save DC: When a target of your
Die (MD), 1 Focus, and 2 Spell Slots. spell is allowed a save against the
effects, the save DC is equal to 12 +
• Starting Spells: You know all the Wizard Level.
Cantrips, minor spells which can be
cast freely. Roll a d6 four times on BOOK CASTING: You can cast a spell you
your spell-list to determine which haven’t prepared by casting from your
spells you know. spellbook, but casting a spell in this way
takes 10 minutes.
• Spell Slots: You can prepare a number
of spells equal to the number of Spell
Slots you have. You can change your
prepared set of spells when you Rest,
but doing so during a Short Rest
requires a successful INT check equal
to DC 12 + the number of spells you
are exchanging.
WIZARD SPELLCASTING
You use MD to cast spells.
1. When you cast a spell, spend and roll
any number of your MD, up to your
Focus, to see how effective the spell is:
Dice is the number of MD rolled, sum
is their total value.
35
36
How to Play
37
Rolling the Dice
Whenever you want to do something risky, OPPOSED CHECKS
roll a Check to avoid the consequences of When an action is actively opposed or by an
failure: opponent, you each roll a check. Whoever
succeeds and rolls highest wins.
• Roll a d20 + attribute modifier, using
the most relevant attribute, as specified • Critical hits beat regular successes.
by the GM.
• Critical fails automatically lose.
• Proficiency: If your character has a
relevant Proficiency to the check, you • If you both succeeded and draw, roll
also add your PB. again.
• Success: If your roll meets or beats the • If you both failed and draw, the
Difficulty Class (DC) of 12, you succeed situation gets worse for both parties.
in your goal.
GROUP CHECKS
• Failure: If you fail to meet or beat the
When a group of character's attempt the
DC, things go wrong - the situation
same action at the same time, the GM
changes for the worse.
determines whether the task requires:
• Critical Success: If you roll a 20 on the
• A single character to succeed
d20 (a ‘natural 20’), you always
(discerning a lie). The character with
succeed. Depending on the situation,
the highest modifier rolls.
you succeed with even greater effect.
• Every character to succeed (sneaking
• Critical Failure: If you roll a 1 on the
past a guard). The character with the
d20 (a ‘natural 1’), you always fail.
lowest modifier rolls.
Depending on the situation, you incur
further complications. Apply any other modifiers after the GM has
determined which character will roll.
ADJUSTING THE DC: In special cases, the
GM will adjust the DC higher or lower to
more accurately reflect the situation. As a
INVESTIGATION CHECKS
guideline, Easy checks are DC 8 and You don’t roll to see if you find something
Difficult checks are DC 16. through investigation. Tell the GM how your
character investigates, what they do, and
ADVANTAGE (A*): If any situational factors they’ll tell you what they find.
put you at an advantage, roll 2d20 and take
the best. KNOWLEDGE CHECKS
When you ask the GM if your character
DISADVANTAGE (D*): If any situational knows something, whether you know it or
factors put you at a disadvantage, roll 2d20 not depends on the nature of the knowledge
and take the worst. you’re seeking.
38
Rolling the Dice
• Common Knowledge: Your character
knows it, unless there’s a compelling
reason why they shouldn’t.
Saves
Checks are to try something, Saves are to
survive something.
39
Inventory
Inventory Slots Armour
A PC’s inventory is comprised of inventory Anyone can wear any armour, as long as
slots, split into Ready items and Stowed they have enough Slots. You can use the
items. following baselines for quick armour stats:
• Heavier, bulkier items which require LIGHT: Leather, Hide. AC 12, 0 Slots.
both hands to haul may take up 2 Slots,
or even more. MEDIUM: Mail, Scale. AC 14, 2 Slots.
• Multiple identical, smaller items that fit HEAVY: Plate. AC 16, 4 Slots.
in the hand may share a Slot. As a
general rule, 3 of these items fit in 1 slot. SHIELD: +1 AC, 1 Slot. You can choose to
sunder your shield to reduce incoming
READY ITEMS damage by 1d12.
Readied items are held, sheathed within
easy reach, or in an easily accessed pouch. Weapons
Equipped armour (including a shield) must
Anyone can use any weapon, but only those
be readied.
who are proficient in a weapon get to add
• A PC has a number of Ready Slots equal their PB to attack rolls with it. You can use
to half their Strength (round down). these baselines for quick weapon stats:
• A readied item can be retrieved quickly, LIGHT: Dagger, Handaxe, Hand Crossbow.
without the use of an Action. STR/DEX modifier. D6 damage. 3 per Slot.
40
Inventory
STEALTH PENALTY WEAPONS & ARMOUR
Worn armour applies a penalty equal to the As a general rule, common weapons and
number of Slots it takes up to checks to armour have 3 Usage. The higher the quality
perform stealthy actions. of the weapon’s craftsmanship, the more
dots it will have.
Usage
• When you attack and roll a critical
Most items have three Usage. Draw a failure, mark Usage on the weapon
number of usage dots or checkboxes next to used.
the item on your character sheet.
• When you suffer a critical hit, mark
Each time the item is used or its duration Usage on your worn armour.
tested, mark one Usage. The item is
destroyed, spent or otherwise exhausted repairs: Clearing 1 Usage usually costs
when it reaches its maximum Usage. 10% of the item’s original cost.
41
Combat
Combat Structure & Time Your Turn
When a fight breaks out, time is abstracted When it’s your turn, tell the GM what you
and structured into Rounds of about 6 want to do. They will tell you if you can get
seconds. During a Round, each character it all done in one Turn.
gets a Turn to take Actions.
ACTIONS: Generally, you can take two
Roll Initiative! significant Actions on your turn. Examples
of significant Actions include, (but are not
At the start of combat and each Round, to limited to):
determine who goes first, roll initiative:
• Move somewhere within your
1. The PC’s roll d20 + DEX. character’s Speed. You move at half
speed through difficult terrain.
2. The GM makes the same roll once for Generally, you can split up movement
each opponent with a different DEX.
• Attack an opponent you can see - can’t
If the GM only rolled once (every opponent take twice.
had the same DEX):
• Cast a spell - can’t take twice.
• The PC’s who meet or beat the
opponent’s initiative roll take their • Disengage safely from a melee before
turns before their opponents. moving, to ensure your movement
doesn’t provoke Opportunity Attacks.
• The PC’s who lose tot he opponent’s
initiative roll take their turns after their • Stabilise a Dying ally.
opponents.
• Drag incapacitated ally somewhere at
If the GM rolled multiple times, the same as half your speed.
above applies, except the PC’s compare their
roll to each opponent roll. • Use an Ability - can’t use the same one
twice in the same turn.
INITIATIVE EXAMPLE
• Attempt a Combat Manoeuvre such as
For example, if the initiative rolls were:
a trip, shove, or throwing sand in an
• Tryst (PC): 12, Bacta (PC): 11, Leenik opponent’s face.
(PC): 2, Lyn (PC): 5
• Retrieve a stowed item.
• Amber Road Bandits: 10, Aava: 13
• Hold a specific Action until a certain
The order of initative would be: Aava > Tryst trigger is met, for example, “when the
and Bacta > Amber Road Bandits > Leenik Goblin charges towards me, I’ll pull the
and Lyn. lever for the pit-trap.”
42
Combat
BONUS ACTION: Some special Abilities let CRITICAL MISS: If you roll a natural 1, you
you use them as a Bonus Action, on top of always miss and your weapon takes a
the two Actions you can normally take in a Notch.
single Turn.
At the GM’s discretion, future complications
REACTION: A response granted from a may arise if the situation is risky, such as
special ability, that doesn’t have to be used tripping over if fighting on loose flagstones.
on your Turn. Character's may only perform
one Reaction per round. MELEE ATTACKS
To make a melee attack, the target must be
Attacking within melee range (5ft).
When you attack an opponent, make an UNARMED ATTACKS: Deal 1d2 + STR
Attack Roll: damage.
1. Roll a d20 + the attribute modifier DUAL WIELDING: You can wield two light
used by the weapon. Generally, melee weapons at once, but you have D* on attack
weapons use STR and ranged weapons rolls unless you have 13+ Dexterity. When
use DEX. you deal damage, roll once for each weapon
and take the highest.
2. If you’re proficient with the weapon,
add your PB too. RANGED ATTACKS
3. If the roll meets or beats the target’s Target must be beyond 5ft, and within the
Armour Class (AC), the attack hits. range of the weapon.
DAMAGE ROLL: If you hit, roll damage as LONG RANGE: If the target is within the
determined by the weapon you used. The Long Range of the attacker’s weapon, the
target subtracts damage taken from their attack roll is made at D*.
current HP.
ENGAGED: If you have an opponent within
For example, your STR is +1. You hit with a melee range, your character can’t shoot, but
sword, which deals 1d8 + STR/DEX damage. they can throw at D*.
You use your STR modifier because it’s higher.
COVER: If you hide behind cover that
You roll damage: the d8 rolls a 7, and you add
conceals at least half of your body:
your +1 STR. The target takes 8 damage.
• Ranged attacks targeting you have D*.
CRITICAL HIT: If you roll a natural 20, you
always hit and roll double damage or roll • You have A* on DEX saves against
normal damage, but then immediately ranged and area of effect attacks.
attempt a combat manouevre on the target.
SHOOTING INTO A MELEE: If you roll a
If you suffer a critical hit, your armour takes critical miss, you hit a random ally.
one Notch.
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Combat
OPPORTUNITY ATTACKS Morale
When an opponent that your character can
see moves out of your melee reach, you can The GM tests an NPC side’s morale by
make an opportunity attack: rolling 2d6 against the morale score of their
leader when:
• To make the opportunity attack, you
use your reaction to make one melee • Upon the first death.
attack against the provoking creature.
• 50% of a side has been defeated. If the
• The attack occurs right before the side only has a sole combatant, when
creature leaves your character’s melee they lose 50% of their HP.
range.
• NPC's lose their leader.
• You can take the disengage action to
avoid provoking an opportunity attack • The situation is looking obviously dire.
when you move out of a character’s
If they fail, they must surrender or attempt
melee reach.
to flee.
HELPLESS TARGETS
When you attack a defenceless target, such
as one that is unconscious, mortally
wounded, paralyzed or bound, you deal
damage with A*.
Combat Manouevres
A dirty trick, aggressive stunt or other
attacking manoeuvre which doesn't seek to
directly deal damage.
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45
Damage & Death
Lethal Damage Character Death
If you take damage that would take you to Death is always around the corner for
below 0 HP, the excess damage becomes adventurers. Learn to laugh at their terrible
Lethal Damage. Track your Lethal Damage misfortunes. Those who make it through
on a d12. will be the true heroes. If your character
does die, however:
DEATH: When you hit 10 + CON Lethal
Damage. 1. Utter your last words.
When you take Lethal Damage, roll 2d6 + 2. Create a new Level 1 PC right there at
CON on the Lethal Damage Table. the table.
Healing
If restored to 1 HP or more, you stop Dying
and return to the action with +1 Fatigue.
Magical healing doesn’t impose Fatigue.
46
Lethal Damage Table
2D6 + CON RESULT
Maimed: Choose or roll d6 for limb and severity. Make a DC 15 CON save
against Bleeding Out.
1. Lose arm at wrist.
2. Lose arm at elbow.
3. Lose arm at shoulder.
3
4. Lose leg at ankle. Your speed is halved, and you must use a cane or crutch
to move. You fall prone after dashing (move twice in a row). D* on DEX
rolls to maintain balance.
5. Lose leg at knee. As above.
6. Lose leg at hip. As above.
Dramatic Scar: Roll d6 for location and then start Bleeding Out.
Permanent until healed. Describe the dramatic scar, it has become a
feature of your character. When healed, it remains, albeit with a more
subtle appearance, usually.
4-5 1. Arm: -1d6 Strength/Dexterity
2. Leg: -1d6 Strength/Dexterity
3. Stomach: -1d6 Constitution
4-5. Head: -1d6 Intelligence/Wisdom
6. Face: -1d6 Charisma.
Bleeding Out: You are bleeding out and will die unless you are stabilised
or healed. You are incapacitated, unable to do anything but scream,
moan in a pile of blood, or play dead. At the end of each round, roll a
CON save against DC 15 + Lethal Damage:
6-8 • Critical Failure: Instant death.
• Failure: Gain +1 Lethal Damage.
• Success: No change.
• Critical Success: You jump up miraculously with 1 HP.
Still Standing: Your current HP is 1. If you beat 12 on the roll, add the
12
excess to your current HP.
47
Resting & Fatigue
Fatigue DOWNTIME
You spend 1 week in a settlement chilling,
Sprinting repeatedly, outdoor travel without not adventuring. You need to spend a week
rest, or excessively tiring activities inflicts in Downtime to level up. After 1 week of
Fatigue. Downtime:
• Each point of Fatigue takes up 1 Slot. • Heal back to full HP, remove all Lethal
Damage, regain all spent MD and lose
• Remove all Fatigue after a Long Rest. all Fatigue.
• If you take Fatigue but don’t have any • Gain CHA rumours (minimum 1).
Slots left for it to fill, you must drop
items until you can. If all your Slots are LIFESTYLE (OPTIONAL): If you don’t own
Fatigue, you die of exhaustion. a home, you must pay 10 coins of upkeep
for lodging and meals. The tier of currency
NO SLEEP: Gain +1d4 Fatigue for each day you pay depends on your lifestyle.
that goes by without you taking a Long Rest.
Your lifestyle has a significant effect on how
SHORT REST you are perceived by others and possibly the
You can take a Short Rest once per day. types of rumours you receive - the beggars
When you do, you must spend 30 minutes hear different things to the nobles.
and eat 1 ration, and then heal 1HD + CON
HP (minimum 1). • Poor Lifestyle: Copper coins
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49
Gaining XP
Party for XP TREASURE
There is treasure, and there are Treasures.
When the party return to a settlement after Treasures (a keyword) are rare, fancy,
a successful adventure, they gain XP by significant items that usually have “The”
throwing a party to celebrate together in a before the name. They shouldn't always be
tavern or similar (like their stronghold). useful for the players, and they don't have to
be magical.
Roleplaying the party as much as you feel
comfortable, but you want to make sure you • A Treasure takes up one Slot and
review Treasure and recount Tales. usually sells for 100 gold pieces.
50
Level Up!
When you take a Long Rest and have enough XP to advance to the next level, you level up!
When you level up, follow the procedure outlined below.
ADVANCEMENT TABLE
LEVEL XP MAX HP UPGRADE
51
Credits
I have stolen mercilessly and been
constantly inspired by the following people
(and so many more). When they make
something new, I am like a kid at Christmas.
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