Professional Documents
Culture Documents
CC BY 4.0
Presented by #OSR Pizza ; Playtested at COSMO (Convention Old School Mensile Online)
INDEX
WHAT IS "GIST!"? 3
GLOSSARY 3
SCORES 4
SKILLS 4
ANCESTRIES 5
CHECKS 6
CHARACTER GENERATION 7
COMBAT 8
DAMAGE 9
HEALING 10
AMMUNITION 11
DOWNTIME 11
ADVANCEMENT 12
SPECIALIZATIONS 13
EQUIPMENTS 15
FREEFORM MAGIC 17
REACTION 23
I KNOW A GUY 24
HIRELINGS 25
ACKNOWLEDGEMENTS 27
2
Party: A group of PC's that take on an adventure.
WHAT IS "GIST!"?
GIST! is an abbreviation which means “Generic D4 - D6 - D10 - D12: This system is used to
Immediate System For Tabletop" relate to the number of faces a certain dice must
have to perform an action. For example if you
'
WHY IT S CALLED THIS WAY? find 2d6 somewhere, it refers to the action of
Generic: The basic system of rules was designed throwing two 6 faced dices and sum the result.
to adapt to any
situation - fantasy or historical, Saves: is a roll to avoid danger from a risky
past, present or future. action or situation. Roll 2d6. If you roll equal or
Immediate: The rules are meant to be used to higher
the appropriate Skill or Stat requested.
start playing as fast as possible, even for people you pass. A double 6 is
always a success and
who have never played Tabletop RPG's before. double 1 is always a failure.
System: The GIST! starts with simple rules, but
you can build up
all the optional details you want.
They are complete enough to be used as is.
for Tabletop. This is meant as a Tabletop RPG
Game System.
The GIST! is a game in which you
take on the role of a person and for a while
pretend to be that character.
This GIST! is called The Archangel GIST! (AGIST)
because it is a Hack of an already existing GIST!
(You will find more information about this in the
Acknowledgement section).
GLOSSARY
3
THE ARCHANGEL GIST!
GAME RULE SYSTEM
TEMPORARY SCORES
4
THE ARCHANGEL GIST!
MORTICIAN
ANCESTRIES "What you are now, we once were; what we are now,
Each character should have a past. Everything they you shall be." Those are the words that the
absorbed since birth can be summed up by their mortician always brings with them. Doesn't matter
Ancestry. What did they do before becoming where or when they walk, their work is always
murderhobos adventurers? What have they learned welcome. At the right distance.
in their previous life? Each ancestry should have: Skills: Sacred (KNOW) (2) - Intellectual (2) -
A set of Skill bonuses (usually 6 total points, with Athletic (1) - Social (1)
a max of +1 modifier for a Skill). Possessions: A Shovel (d6), an umbrella, chalks,
A list of possessions. an oboe.
A special ability. Special: Morticians are always needed. In the
Downtime, if you choose the Simple Job option,
The following Ancestries are only for example. Feel you gain +100 coin.
free to create your own to embrace the look and
feeling of your settings. GAMBLER
Living life one bet at a time has resulted in you
STREET KID repeatedly having to walk away to dodge creditors.
You grew up in the sprawling underbelly of some But one of these days you will make the bang that
megacity. Your mother was the street, your father will take you straight to the top. Wait and see y'all...
the petty crimes you did, your family the other kids Skills: Social(2) - Accuracy (2) - Martial (1) -
like you. Primal (1)
Skills: Deftiness (2) - Accuracy (2) - Social (1) - Possessions : A Pistol (d6), a set of dices, a lucky
Artistic (1) coin, a set of cards
Possessions: A collection of trinkets of unknown Special: When in a civilized location, you always
origins, a small spyglass, your ex gang necklace know where the gambling den could be.
Special: while in a big city, you always know
where to find a safe spot, far from privy eyes. STREET FIGHER
After getting your nose broken more times than
HERMIT you'd like to admit, you've realized that maybe your
Hermits are loners, favoring the isolated life of skills are better spent on adventure than just getting
exploration and contemplation to the thousand beaten up. Are you sure it's a good idea or is it yet
distractions of civilized life. another blow to the head that speaks?
Skills: Sacred (MIN) (2) - Primal (2) - Deftiness Skills: Martial(2) - Athletic (2) - Deftiness (1) -
(1) - Magical (MIN) (1) Accuracy (1)
Possessions: A strange bauble, a dirk (d4), a Possessions : brass knuckles (d6), a set of
walking stick, a bone necklace bandages, a leather sack with someone else
Special: Exhaustion level starts and can be teeths, a towel
returned to -1; Special: If you have no armor, you count as being
lightly armored (1).
HUMAN
they are coming. And they will make themselves at As a proud nightman, you are used to working in the
home. worst condition for a nice pay. You are always ready
for things to go wrong, and you are not afraid to play
Skills: Place the 6 points at your leisure dirty, if the situation arises. If anything, all jobs will
Possessions:A very cool stick you found, a knife be better than what you were forced to do before.
(d6), a very shiny coin, a straw hat.
Special:Pick any Special from another Ancestry; Skills: Athletic (2) - Deftiness (2) - Primal (2)
it’s yours now. At Referee discretion. Possessions : pickaxe (d6) , a wheelbarrow, a
nose clip, waterproof boots.
Special: You are resistant to poisons and illness.
5
THE ARCHANGEL GIST!
CHECKS
Everytime the outcome of an action or a task is
unclear or must be completed quickly, the Referee
can call a Check. A check is performed by launching
some dice (in The Archangel GIST! usually 2d6).
Checks are usually not needed when there is no
active opposition to an action or if failing will not
have meaningful consequences.
There are two main types of checks:
1. Target Number Check: performed when the
Referee determines a fixed difficulty, as follows:
A character declares that they want to
perform some action.
The Referee judges if the action requires a
check and suggest the Stat or Skill they
should to use, giving the action they are trying
to perform. 2. Opposition Check: performed when two PC's
The player may change their decision and actively oppose one another. Both of them roll
propose an alternative action. 2d6 and add modifiers, re-rolling ties. Who rolls
The Referee judge if the new choice makes higher wins.
sense in the scene, and may suggest a
different Skill or Stat for the new action.
When a decision has been made the player
rolls 2d6 and takes the sum of the results.
They then Add modifiers granted by the
chosen Stats or Skills, adding gear and
situational bonuses/maluses chosen by the
Referee.
The modified roll is confronted to the target
number: if the result is equal or greater, the
action succeeds.
Checks made with Stat modifier instead of
Skill modifier are treated as 1 level more
difficult (Trivial becomes Easy etc.)
TARGET NUMBER DIFFICULTY
N° Difficulty
2 Trivial
4 Easy
6 Routine
8 Average
10 Hard
12 Very hard
14 Nearly Hopeless
16 Impossibile
6
THE ARCHANGEL GIST!
ADVANTAGE AND ENCUMBRANCE
7
THE ARCHANGEL GIST!
COMBAT
Combat is a task checked by Target Number, split
up in rounds. Every round a character can move and
use an action to attack, defend, use skill, use a
Special ability. It is possible to perform a double
movement forgoing the main action.
The combat
procedure takes place as follows:
1. At the start of each combat, each PC, NPC,
monster, or group of monsters rolls initiative with
an AGI check. The one who gets the highest
result goes first.
2. After the high roller has finished their turn, they
decide who goes next (PC, NPC, monster, or
group of monsters). That creature or group of
creatures takes their respective turns and then
nominates who goes next. Thus, each and every
PC, NPC, monster, or group of monsters gets a
turn. Once everyone has gone, the last person
who goes gets to decide who starts the next
round. That last person can choose themselves.
3. The round ends. Repeat steps 2-3 until the
combat ends. Credits: Tan Ho Sim - Combatillo in Stars Without Number Art
Stat and Skills Modifiers are situational and depend Pack
From Sine Nomine Publishing - EDITED
also on the attack type. The Referee has to
adjudicate which modifier is adequate to the
situation.
ATTACK AND DEFEND
8
THE ARCHANGEL GIST!
When the character HP are halved, that character is
DAMAGE Wounded and is unable to use their Stats modifiers
Every time an attacks hits, the damage die of the (they can still use Skills).
weapon, spell or skill is thrown and its result is When a character is brought by damage at 2 or less
subtracted to the target Stamina. If the character HP they are considered Severely Wounded and are
Stamina reaches or it's 0, the result is subtracted to unable to combat further by taking actions, but can
the character Hit Points. still use their turn to move. If a character damage a
Armor reduces the damage by its score. Severely Wounded opponent, the latter may be
dead or definitely out of combat. The winner
A Critical is an automatic success/failure: the chooses the opponent's final fate.
damaged creature's remaining HP are halved When the character's HP drop to 0 or lower in a
(rounded down). single attack, they falls unconscious and makes a
Hard SHA Check (10). On a failure the character
gain a Grievous Wound from the following table.
GREVIOUS WOUNDS
# Wound Description
1 Just a scratch You were lucky this time.
2 Damaged Item A random inventory item is destroyed
or damaged.
3 Bloody Mouth Your mouth drools blood and your
speech slurs.
4 Scrambled Disadvantage on MIN saves.
Nerves
5 Teeth Disadvantage on PER saves
Knocked Out
6 Addling Blow Disadvantage on KNOW saves.
7 Stomach Disadvantage on SHA saves.
Wound
8 Weakening Disadvantage on MIG saves.
Wound
ARMOR AND SHIELDS 9 Crippling Blow Disadvantage on AGI saves.
Armor and Shields grant damage reduction ranging 10 Bloody Gash -d8 Max HP.
between 1 and 3, depending on their thickness or 11 Major Fracture You cannot use a limb. -d6 MIG and -
technology. d6 AGI.
12 Lost an Eye One of your eyes is gone. -d6 AGI and
-d6 PER.
HIT POINTS AND STAMINA
Every character has two values which represent 13 Cracked Skull -d8 KNOW and -d8 MIG.
their state of health: 14 Mangled Guts -d8 SHA and -d8 max HP.
15 Severed Hand -d8 MIG and -d8 AGI.
Stamina (ST): The amount of physical 16 Severed Arm -10 MIG and -10 AGI. You pass out.
energy/skill/luck/mental fortitude a character has
to escape damage. When a damage lessens this 17 Severed Leg - 10 MIG and -10 AGI. Cannot walk.
You pass out.
value it means the character in the scene should
have been injured, but something happened: a 18 Braindead -10 KNOW, -10 MIN, -10 PER. You
pass out.
lucky dodge, a graze, a parry etc. 19 Bloody Mess Roll 3 random wounds. You pass out.
Hit Points (HP): The amount of physical damage 20 FATALITY You are dead.
a character can sustain before dying. When a
damage lessens this value it means a character in
the scene was injured in some way.
9
THE ARCHANGEL GIST!
HEALING
A character Stamina automatically returns to their
maximum amount once the character has enough
time to catch their breath and rest a little.
A Wounded character recovers half of their Hit
Points if wounds are treated with bandages and
medicament.
A Severely Wounded or Grievous Wounded
character needs immediate medical treatment by an
expert in a dedicated facility.
If the treatment is not feasible, the character makes
a Hard SHA Check (10) every hour. On a failure, the
character loses an amount of HP equal to the
difference between the roll and 10. If that character
HP drops to 0, immediately perform the same check.
On failure the character is dead.
This loss can be stopped by treating the wounds
similarly to how you heal a Wounded character, but
no HP recovery occurs.
After an amount of days equal to damage divided by Credits: Highland Paranormal Society - Vision of a Forsaken
4 rounded up, of rest, a Wounded characters can Domain
recover their full HP. A Severely Wounded or
Grievous Wounded character needs a EXHAUSTION
hospitalization period in days equal to damage Prolonged physical efforts and environmental
divided by 2 rounded up. Hazards, such as starvation, dehydration and the
If a Grievous Wound is gained, the only way to long-term effects of freezing or scorching
remove it's malus is to rely on a specialist for special temperatures, can lead to Exhaustion.
care during Downtime. Every Pc has 6 + SHA levels of Exhaustion. A
For example if a character Lose an Eye, it will not Character with levels of Exhaustion subtract that
be sufficient to hospitalize them, but there will also value to every check they made until the exhaustion
be a need for special regenerative magic or a level returns to 0.
technological prosthesis. This kind of healing can be A good night of sleep reduces a creature’s
improvised if the character has been stabilized (for exhaustion level by 1, provided that the creature has
example a character could decide to add a hook in also ingested some food and drink.
place of their fallen hand or replace their maimed
leg with an iron prosthesis to attach a weapon.)
10
THE ARCHANGEL GIST!
AMMUNITION DOWNTIME
On the Character Sheet you'll find a clock with 6 At the beginning or at the end of a session, if the
segments, like a revolver drum. Each time a party is in a friendly populated place with nothing
character fires a firearm (or fires an arrow, or better to do for a time, they can use that Downtime
launches a throwing weapon, in any case there are actively. Something that the PC's can do include, but
weapons that use resources) it advances the clock are not limited to:
one notch. At the end of the clock the characters' Train: If a Specialization Level Prerequisites
bullets are finished. Different weapons consume a have been met, a PC can decide to train and gain
different number of notches ( for example: pistol 1, the advantages of that Specialization Level.
missile launcher 3).
You can't buy single bullets, but Simple Job: The Player chooses a Stat to employ
Ammunition Packs. An ammo pack occupies one to gain some cash.
inventory slot and can be used to empty the ammo Carousing: Roll 1d6 + PER. On a 2 to 5, the
clock. If there are still free segments in the clock, result is a rousing good time and no harm done.
those are lost. Reloading your weapons, thus If the dice shows a 1, the PC makes some
resetting a clock, requires the character's turn. If you enemies or has to pay some damages. On a 6 or
pick up a gun from the ground and shoot, the first more they gain a friendly NPC, information or
shot doesn't advance the clock. If a weapon requires something else useful. Carousing should cost
more rounds than there are in the clock, that some coins.
weapon cannot fire. Healing: Players can recover from Grevious
Wounds such as broken legs.
Shopping: Use the Wealth level or Treasures to
buy or sell something.
Gain Information: Roll 1d6+ KNOW. On a 2 to 5,
some hints can be found, such as an indication of
someone who knows more or a job to loosen
some tongues. If the dice show a 1, the PC has
attracted the wrong kind of attention. On a 6 or
more the information requested is found, with a
little extra.
Explore: Gaining the lay of the land is always
useful. Give some information about the
surrounding areas.
Learn a Focus or a Locus: See the Freeform
Magic section for more information
Looking for Hirelings: See the Hirelings
section for more informations
12
THE ARCHANGEL GIST!
COWBOY
SPECIALIZATIONS Tamers of the wilds, silent heroes or terrible
Specializations are the result of the experiences that outlaws, wherever there is a cowboy there is a story
the Pc's gain during their adventures. Unlocking a to tell. At a safe distance. And with something to
Specialization requires the PC to have met some drink.
prerequisites. There are four level for each 1. Quickdraw - Kill a creature with more HD than
Specialization, labeled 1
through 4. you using a firearm.
You gain these in the listed order:
you cannot gain 2. Bottom ups - Win a drinking challenge
Level 2 of a Specialization unless you have the
Level 3. Howdy Ho! - Make a name for yourself in a village
1 . If you want to have multiple Specializations you or town.
can just choose the first
Level from a different 4. You shot first - Organize and Win a duel for
Specialization if you have already met the honor at Noon with another Cowboy
requirements. A character can have only 2 Quickdraw: If your main weapon is a firearm you
Specializations. gain +1 to Initiative Checks
Every Specialization must have: Bottom Ups: Once a day, if you end a fight
Wounded, you can drink alcohol to recover half
4 Levels, each one with is own Prerequisite of your HP.
4 Boons, one for each Level. Howdy Ho!: If you are in a civilized place where
you did some job, you gain advantage on Social
GAINING A SPECIALIZATION
Check.
If a Character is eligible for a Specialization Level, to You shot first: If you hit an enemy before their
gain its benefits they must train in it during some first attack in the combat, you inflict 1d6 bonus
damage.
Downtime (see Downtime for more information).
Here's some Specializations examples:
WITCH HUNTER
Whenever there are monsters, there will be people
who hunt them. Between those, the real committed
ones became more than they were before, ending up
looking like more to their prey than anything else.
But most of them end like monster food so whatever.
1. Dark Past - Find a Witch Hunter and became
their apprentice
2. You got kitty eyes - Kill an enemy while blind or in Credit: No-longer-here from Pixabay
the dark
3. Scent of a prey - Track, find and kill a monster
4. Gold for the Witch Hunter - Pocket a bounty on a
legendary otherworldly creature
Dark Past: You are immune to illness and
poison.
You got kitty eyes: You gain darkvision
Scent of a prey: You gain +1 on Primal checks
to track a prey.
Gold for the Witch Hunter: You gain advantage
on Intellectual checks to identify a creature.
13
THE ARCHANGEL GIST!
CYBER SPIDER PRESTIDIGITATIONIST
There's a cobweb out there. A web made of What is reality? It's that lie we tell ourselves every
information and possibilities for those who are day to pretend that everything is going according to
skilled enough to find them. But you know, there is our plans. The truth? It is that if the senses can be
always a bigger spider lurking in the dark.
Me? I just deceived, nothing can be real anymore. Want a ticket
try to survive up there. to the show?
1. I'm in - Successfully hack a device without being 1. Now you see me - Hide something in plain sight
caught during a tense situation
2. Detach! Detach! - Block an hacking attempt from 2. Ye old card trick - Trick someone in a position of
an external source power over you
3. Just like the simulation - Disable an enemy unit 3. What is real? - Conquer a crowd with your
during combat prestige tricks
4. Arakno boy - Travel physically through the 4. The Prestige - Defeat a famous Prestidigitationist
cyberspace
Now you see me: You can conceal an object not
I'm in: You gain +1 to Hacking checks in combat. bigger than your hand from every check.
Detach! Detach!: You can check any device and Ye old card trick: You gain +1 on Deftness
know if it has been compromised Checks to pickpocket or move objects without
Just like the simulation: If you disable a combat anyone seeing while doing a trick.
unit you can try to take control of it with a Hard What is real?: You gain the Illusion Locus. If you
Hacking check. already have it, you gain an additional spell dice
Arakno boy: You can hack devices in sight when casting Illusion Spells.
without going near them. The Prestige: Whenever you enter a major city
you gain the attention of a wealthy benefactor.
For what reason? You can only know if you ask...
14
THE ARCHANGEL GIST!
EQUIPMENTS
FIREARMS PROJECTILE WEAPONS
Name Damage Stat Ammo Clock Target Name Damage Stat Ammo Clock Target
Hand Pistol 1d4 AGI 1 Single Short Bow 1d6 AGI 1 Single
Heavy pistol 1d6 AGI 1 Single Long Bow 1d6+1 AGI 1 Single
Shotgun 1d6+1 AGI 2 Cone Hand Crossbow 1d4 AGI 1 Single
Assault rifle 1d8 AGI 2 Line Light Crossbow 1d6 AGI 1 Single
SMG 1d6+1 AGI 1 Line Heavy Crossbow 1d6+1 AGI 1 Single
LMG 1d8 AGI 2 Cone Repeating Crossbow 1d8 Agi 2 Cone
Hunting rifle 1d6+1 AGI 2 Single Slingshot 1d4 AGI 1 Single
Sniper rifle 1d8 AGI 2 Single
THROWING WEAPONS
Grenade launcher 1d8 AGI 3 Area
Ammo
Missile launcher 1d10 AGI 3 Area Name Damage Stat Clock Target
Assault cannon 2d6 MIG 6 Area Dart 1d4 AGI 1 Single
Throwing Knives or 1d6 AGI 1 Single
EXPLOSIVE Shuriken
Ammo
Clock Target Javelin 1d6 MIG 1 Single
Name Damage Stat
Chakram 1d6+1 AGI 1 Single
Fragmentation 1d6+1 MIN - Area
Grenades
Flashbangs Special(Blind) MIN - Area
Gas Grenades Special MIN - Area
(Poison)
Smoke Grenades Special (Fog MIN - Area
Cloud)
Claymore 2d6 - - Cone Credits: David Lewis Johnson - CGGEAR in Scarlet Heroes Art
Pack
From Sine Nomine Publishing
ARMOR
Name Armor
Clothing 0
Credits: David Lewis Johnson - CGWEAPON in Scarlet Heroes Art Synth Leathers or Padded 1
Pack
From Sine Nomine Publishing Armored coat or Mail 2
MELEE WEAPONS Body Armor or Plate 3
Ammo
Name Damage Stat Clock Target SHIELDS
15
THE ARCHANGEL GIST!
WEALTH AND
TREASURES
A single PC's or party's wealth (depending on the
judge's willingness to track information) is
abstracted using Wealth levels.
WEALTH LEVEL
16
THE ARCHANGEL GIST!
LIST OF FOCUS
FREEFORM MAGIC Name Description
Everyone who possess Skill points in Magical, Conjure Bring something into being that wasn’t there
Sacred or similar mystical skills may try to cast a before.
spell. Spells are invoked by wording a simple phrase Destroy Break or weaken something that was once strong.
composed by Focus (an action to impose) and a Alter Change a feature of something or the thing itself.
Locus (a target for the spell). Mend Repair something or undo a physical or mental
alteration.
Casting a Spell is treated as a normal check Protect Strengthen something against external sources.
Control Manipulate a thing even without the thing
CASTING DICES wanting.
You have a number of casting dice equal to the
selected Skill level. Each Casting Die is a d6. LIST OF LOCUS
You can choose a number of Focus equal to your Locus can be cast on their own for minimal effect.
casting Skill Bonus, and a list of Locus equal to your Example: You can cast Element to create a
casting Stat Bonus. Remember: candlelight, but you still need a Casting Die left to do
so. These effects should arguably be useful in
Locus: The spell's target. What the spell can combat. You cannot lose the dice while casting a
affect. Cantrip.
Focus: The spell' effect. What the spell can do.
Credits: Joyce Mauriera- Mage Duel in Worlds Without Number Art Pack
From Sine Nomine Publishing - EDITED
17
THE ARCHANGEL GIST!
CASTING A SPELL DOOMS
Step 1: Pick one Locus and one Focus you have Every apprentice knows that if they travel down the
memorized. road of sorcery long enough, their doom will
Step 2: Make a Magical Check against the target eventually claim them. It waits at the end of every
Defence or a difficulty set by the Referee. spellcaster's career. (Optional) You can remove
Step 2: If successful, choose how many casting Dooms if you run a game where character retention
dice you want to invest in the spell, and remove is important.
them from your casting pool.
Step 3: Roll however the invested dice. The spell Each Locus has different Dooms.
takes effect. The first time you roll triples, you suffer your first
Step 4: Dice that show a result of 1-3 are Doom.
returned to your casting pool The second time you roll triples, you suffer your
Every casting die that comes up 1-3 returns to your second Doom.
casting dice pool. Every die that comes up 4-6 is The third time you roll triples, you suffer your
exhausted, and only returns to your casting dice
pool third and final Doom.
after a good night's sleep. Once your casting
dice While your first and second Dooms tend to be
pool is empty, you cannot cast any more spells
that survivable, your final Doom usually spells the end of
day. your career (usually through your death).
There are
The more casting dice you roll, the more powerful three ways to avoid your Doom.
the spell. However, the more casting dice you roll, Never use more than two casting dice at a
time,
the greater the chance for mishaps and doom. forever limiting your magical power.
If you roll doubles on your casting dice, you have Seek out a solution to your Doom. These are
incurred a mishap — a small negative magical effect always unique and arduous quests. They are
that spilled out due to the spell's
contortions. usually pretty epic.
If you roll triples, you have incurred a
Doom: a
creeping threat that will eventually destroy
you.
DAMAGE AND TARGETS
18
THE ARCHANGEL GIST!
MISHAPS AND DOOMS
3. You became a tree, but maintain your
BODY MISHAPS
One way to escape this doom is to pierce your heart 5. Lose 1 casting dice.
with a piece of adamantium forged by a fire giant 6. Cannot cast spells for 1d6 rounds.
and blessed by a priest of a god of War. Another way MIND DOOM
is to force a mimic to assume its true shape and then One way to escape this doom is to eat the heart of a
devour it. high elf. Another way is to marry a high elf, as the
1. All your limbs are transformed in different kinds traditional marriage ceremony involves a mingling of
of appendages for 1 day. souls.
2. All your limbs are transformed in different kinds 1. You lose the ability to cast spells for 1 day.
of appendages for 3 days. 2. You lose the ability to cast spells for 3 days.
3. You are turned into a critter permanently.
(the 3. You lose the ability to cast spells permanently.
appendages can be fins, wings, tentacles, flail,
tails etc.) SPIRIT MISHAP
1. Gain 1 Exhaustion.
PLANTS MISHAPS
19
THE ARCHANGEL GIST!
SPIRIT DOOM SOLID MISHAP
One way to escape this doom is perform a duty for 1. Gain 1 Exhaustion.
the Death. Another way is to give peace to a restless 2. Take 1d6 damage.
soul without destroying it. 3. Random mutation 1d6 rounds, then makes SHA
1. You become soulless for 1 day, falling into a save; permanent if you fail.
catatonic state. 4. You merge with the nearest flat surface for 1d6
rounds.
2. You die and your soul spends the next 1d6 days 5. Every terrain becomes difficult to traverse for 1
in the afterlife. You revive afterwards as long as day.
your body is intact. Your body will rot after 2 days 6. Everything you have on you will merge into your
unless it is preserved in some way (the
services form, becoming unusable for 1 day.
of an embalmer, freezing, desiccation, pickling).
These preservation methods will not affect your SOLID DOOM
ability to revive: rot is the only thing that will One way to escape this doom is to lick the moisture
prevent it. from a medusa eye. Another way is to transfer your
3. Your soul becomes lost, becoming property of a soul into a golem body.
God or an Otherworldly being that will do
anything in its power to kill you and gain control 1. You become petrified for 1 day.
over you for all eternity. 2. You become petrified for 1d6 days.
3. You turn into a statue, remaining aware of
LIQUID MISHAP everything around you. If the statue breaks you
1. Gain 1 Exhaustion. die.
2. Take 1d6 damage.
3. Random mutation 1d6 rounds, then make a SHA ELEMENTAL MISHAPS
20
THE ARCHANGEL GIST!
It's similar to having Str 0 — you can touch a
ILLUSION MISHAPS
1. Gain 1 Exhaustion. doorknob but are too “weak” to turn it. You are only
2. Take 1d6 damage. affected by visible things. Strong winds and invisible
3. Random mutation 1d6 rounds, then makes SHA stalkers have no effect on you. Illusions are real to
save; permanent if you fail. you. If someone summons an illusory dragon, it is a
4. All sighted creatures are invisible to you for
the real dragon as far as you are concerned (and you do
rest of the day. not pop like a balloon if the dragon bites you). You
5. Blind 1d6 rounds. require food and drink, but can only eat illusory food
6. Eruption of random illusions (dancing brooms, and drink.
The only spells you can cast as an illusion
pink elephants) shoot out of your hands and fill are spells with the Illusion Locus.
the area. It's similar to being caught in a tornado
of butterflies. Everyone must make a Wis check
each round to do anything that depends on sight.
Lasts 1d6 rounds.
ILLUSION DOOMS
21
THE ARCHANGEL GIST!
CREATURES AND NPC SPECIAL
Creatures are divided by size, having a different All information that cannot be abstracted with a
impact on their physical characteristics. Sentient simple numerical value or that requires further
beings are effectively NPCs, and can be created the explanation is placed here.
same way as a PC. Those instead are guidelines on For example: a flashbang does not cause
how to design a creature. Obviously this is not an all quantifiable damage (a numerical value) but has the
encompassing scheme that is always right, but possibility of blinding the target. How does it work
should be enough to get you started. Creatures mechanically?
should have no limitations on characteristics and
abilities. Not everything should be killable. This is one possibility:
CREATURES AND NPCS REFERENCE Special: The enemy launches a flashbang at a
Size Health Dices Attack Defence ML target; the player must make a SHA save to resist
Tiny 1 Hp(0) 6 10 6
the effect (Very Hard) or a AGI save to shut their
eyes in time (Average). If they fail, they cannot see
Small 1 6 8 6
for 1d3 rounds until the flashbang effect ends.
Medium 2 8 8 8
Large 4 8 6 8 This is another:
Very Large 10 10 6 10 Special: The enemy launches a flashbang at a
Massive 8 10 4 10 target causing a normal Defence Check from the
Colossal 10 12 4 12 player. If the check fails, the target in an area
cannot see for 1d3 rounds until the flash effect
HP: (Max HD result)/2 rounded up ends.
ST: Same as HP In the first method, as the example above, you can
Skill bonus (SB): HD/2 rounded down ask for different kinds of checks, where one may be
easier or more difficult to pass depending on the
CREATURES DAMAGE
defending character action. You can even have two
To decide how much damage each attack does, identical enemies with the only difference that one
compare the attacks with common weapons. uses the first method and the other uses the second
Depending on the type of weapon, the damage may to use it's Special.
be 1d4, 1d6, 1d8 or 1d10 (although some enemies
may include other specified values). MORALE (ML)
d4: Switch Knife, cane, mini handgun The morale value is a number between 2 and 12.
d6: Knife, short bow , pistol When you need to know if an enemy surrenders,
d6+1: Standard sword, battle axe, shotgun tries to flee, or if they continue to fight during an
d8: Two-handed sword, maul, assault rifle encounter (usually when they have suffered more
Let’s say a creature uses a tendril to hit like a whip, than 50% of their HP as damage or their party has
how much damage does a whip do? 1d4 damage. suffered many casualties), the Referee will make a
morale check, rolling 2d6. If the result is equal to or
less than the creature’s ML, they keep fighting; if the
result is higher, the creature tries to flee (or
surrender, if its the case).
It’s impossible to get more than 12, so a ML of 13
means that a creature cannot fail this roll, meaning
it is unaware and will fight to the death, or has lost
all interest in its own well-being.
To understand it clearly, morale means “will to
fight”. Passing the morale check means that the will
to fight is still intact, failing means that it has lost it.
22
THE ARCHANGEL GIST!
WHAT CAUSED THE EMOTION?
PERSONALITY (PER)
Result (1d6) Emotion
Give each NPC a Personality score (from 0 to 12), in 1 Something that the PC have
addition to the Morale score. This is used as a target
number for attempts at persuasion, deception, or 2 Something that the PC did
Value Description
EMOTION
1 Disloyal. Will try to betray the PC for personal gain
Result (1d8) Emotion
2 Treacherous. Will help the PC, but with a High price
1 Angry
3 Neutral. Will help the PC if it doesn't cost them
2 Fear anything
3 Disgust 4 Dependable. Will help even if it cost them
4 Sadness something of minor value
5 Bored 5 Trustworthy. Will call in some favor to help
6 Interested 6 Loyal. Will put themself in a difficult situation to
help
7 Trusting
8 Joyful
23
THE ARCHANGEL GIST!
CONNECTION WHAT CAN THEY DO?
1d10 Description
5 Landlord
1 Well known
6 Coworker
2 Trusted
7 Ex Boss
3 Respected
8 Family Member
4 Well mannered
9 Bartender
5 Cautious
10 Cellmate
6 Learned
11 Mentor
7 Physically strong
12 Teacher
8 Wise
13 Noble
9 Lucky
14 Merchant
10 Expert in a Job
15 Sex Worker
16 Apprentice
WHAT IS THEIR WEAKNESS
17 Old Commander 1d12 Description
18 Gang Member 1 Owe money to someone
19 Dealer 2 Addicted
20 Fixer 3 Proud
4 Hunted
5 Dumb
6 Coward
7 Mad
8 Busy
9 Stingy
10 Paranoid
11 Lazy
12 Rough
24
THE ARCHANGEL GIST!
SPECIALIST
HIRELINGS
Hirelings are NPCs hired by a PC to perform certain All types of characters that PCs may wish to hire
services. A PC can only have a number of Hirelings for non-combat and non-adventuring purposes
equal to their PER + 1. (i.e. not mercenaries or henchmen) are termed
specialists.
Hirelings can be hired during Downtime by posting Note that as specialists are hired by a character
a request and waiting for answers. If a Hireling is to perform specific services, they are not treated
hired they will start with 1d4 Loyalty + the paying as retainers and thus do not count toward a
character PER. If Loyalty reaches 0, the Hireling character’s maximum number of retainers.
will leave or betray the PC's at the first good
occasion. A specialist pay per week is decided by the
There are 3 types of Hirelings: Referee based on the level of specialization of the
specialist:
HENCHMEN
SPECIALIZATION LEVELS
Henchmen will work for a payment of wealth Wealth Specialization
level Poor (1) per week level Cost level Examples
Henchmen will not participate in combat, but 0 Lowest Gong farmer, Farmer, Ship's
boy, Thug
they have 10 inventory slots at your disposal.
Their preferred position is wherever is safest. 1 Poor Blacksmith, Guard, Sailor,
Explorer
They will refuse to do anything overtly risky, but
can be coaxed to do moderately risky things with 2 Medium Navigator, Armourer, Driver
MERCENARIES
25
THE ARCHANGEL GIST!
LOYALTY CHECKS HIRELING EVENTS
Asking a Hireling to take more risks than the rest of You can roll on this table during Downtime or when
the party causes them to lose 1 Loyalty, regardless you think some drama is needed.
of whether or not they accept or refuse.
DRAMA
Good treatment causes their loyalty to go up by 1 1d12 Description
or 2 points (to a maximum of 10). 1 Two NPCs are fighting. Describe the fight. If you
Poor treatment causes their loyalty to go down by allow them both to fight, they both lose 1 Loyalty. If
1, 1d4, or 1d6 points. the rest of the party supports one NPCs but not the
other, the NPC that was supported gains 1 Loyalty
and the other loses 1d4 Loyalty.
2 An NPC becomes demanding. They want
something from the party (more pay / more control
over decisions such as where to go / a magic item).
If they do not get it, they lose 2 Loyalty.
3 Two NPCs have become best friends. They now
share the Loyalty stat, and forcing them to separate
may require a Loyalty check.
4 An NPC has decided that they want to be friends
with one of the PCs. They gain 1 Loyalty and will
attempt to do something nice for you. (A gift /
information / a favor).
5 An NPC gets sick. They and their services will be
unavailable until your next Downtime
6 A random character (NPC or PC) must make a MIN
check. If they fail, they lose a random item (that
makes sense).
7 A NPC discovers shocking information about a PC
(true or slander). They lose 1 Loyalty and try to
discover more.
8 A NPC gets a request from a PC's enemy (hide
something, create an opening, leaving a door open).
If Loyalty is 5 or more, they will refuse, else they will
accept
9 A NPC retires (old age, a wound, a shock,etc). If
their Loyalty was 5 or more, they will get you a
substitute that will start at 1d6 Loyalty
10 A NPC decides to take a journey far away for
Credit: Grey Gnome Free Art Assets personal reasons. Roll 1d6: (1) They will never
return, (2) They will return severely Injured but with
a story to tell after 1d4 days. (3) They will return
alone after 1d4 days, (4) They will return with their
long lost child/spouse/friend, (5) They will return
with a Treasure, (6) They will return with a powerful
Item
11 A NPC falls in love. They will ask your help to court
their beloved. If you refuse they'll lost 2 Loyalty. If
you help, even if the court goes bad, they'll gain 2
Loyalty
12 A NPC discovers some info about a Job, a Heist, or
a Mission of sorts. If you act accordingly they'll gain
1 Loyalty
26
THE ARCHANGEL GIST!
ACKNOWLEDGEMENTS
The rules presented in this file are mostly inspired by The GIST! by Zeruhur https://zeruhur.itch.io/, a
Creative Commons Attribution 4.0 Licensed product. The GIST! can be downloaded at:
https://zeruhur.itch.io/gist. He's one of the most active Italian OSR Author, so check his blog out
https://zotiquest.zeruhur.space/
Some rules have been inspired by The Glog http://goblinpunch.blogspot.com/2016/05/the-glog.html by
Arnold K, a Creative Commons Attribution 4.0 Licensed product. Check his blog out
http://goblinpunch.blogspot.com, he deserves every ounce of praise I have with me.
The Popcorn initiative is taken from by https://theangrygm.com/popcorn-initiative-a-great-way-to-adjust-dd-
and-pathfinder-initiative-with-a-stupid-name/
Many rules are inspired from Vaults of Vaarn Vol.1, a Tabletop RPG Zine https://graculusdroog.itch.io/vaults-
of-vaarn
by GraculusDroog https://graculusdroog.itch.io a Creative Commons Attribution 4.0 Licensed
product. If you haven't bought it yet, do it, it's PWYW, has tons of material inside and is a blast to play with.
Truly inspirational in so many ways.
The Ammunition Clock system was inspired by the Italian OSR author Luca Negri https://luca-negri.itch.io/
on the Ruling The Game telegram chat. He's a wonderful author, so check out his work, it's worth it.
The Key Advancement system was inspired by Dada https://write.as/jonnie/ on the Ruling The Game
telegram chat. His work is always great, send him love!
Many big thanks to the Italian OSR scene on Facebook
https://www.facebook.com/groups/osritalia/permalink/1587428858315222/ and Telegram
https://t.me/osritalia for their support and inspiration. Their work is the lifeblood of our passion and it's a
wonderful community that deserves to grow and to be loved. A particular thanks to Lorenzo Bertini for the
playtest and useful ideas.
Thanks to BaronMorte and Luigi Castellani for the ideas for the Wealth system
All material published here is likewise presented under a Creative Commons Attribution 4.0 license.
Feel
free to remix, copy, hack, and add to the content of this File; I ask only for
credit to be attributed.
27
THE ARCHANGEL GIST!