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TO THE POINT

A point based roleplaying game by R. A. Rice © 2023



TO THE POINT

Table of contents.
Introduction .1 Scenario Table .13

Basic points .2 Distance .14

Mind .2 Journey .14

Body .2 Journey .15

Spirit .2 Find Table .16

Luck .2 Lose .16

Travel .2 Fate .17

Game Needs .3 Blessing .17

Oracle .3 Cursing .17

Goods .4 Eventful .18

Services .4 Uneventful .18

Supplies .3 Discovery .19

Wealth .3 Diversion .19

Starting Out .5 Advantage .20

Standard Items .6 Disadvantage .20

Character Sheet .7 Friend .21

Battle Mechanics .8 Foe .21

After the Battle .10 NPC .22

Example Battle .11

Tables .12





































































































TO THE POINTA point based roleplaying game by R. A. Rice © 2023

T
o The Point is a game that doesn't If your Luck reaches zero then you will be
use all of the polyhedral dice as living dangerously.
most of the traditional roleplaying
games do. It instead, relies more on the The next set of points are used for your
strategic use of skill points. It does use a Weapons and Armor. These points will
few six sided dice rolls as needed. determine the power of your attacks and
defense.
In this game, Skill Points are used to help
accomplish all of the various actions that Then we have points assigned to items.
occur during an adventure. Inanimate objects have deplete able
points. In other words things that are
You will decide what points are to be used quickly used up.
for the completion of a given task. All of
the various points are limited so you must You will begin the game with a large pool
choose wisely or you may run out, just of Skill Points and be free to assign them
when you need them most. in any way that you choose.

Types of points: The assignment should take into


consideration the character that you will
There are many different types of points be playing as. A Warrior type character
within the game, but the big three to keep may choose to distribute their points
track of, are Mind, Body & Spirit. differently than a Priest or Rogue.

There is also another Skill called Luck. On the following pages, more detail will
be given about each type of point and how
These Skills make up your life force. they are to be used in the game.

If your Body should reach zero, then you


have come to the end of the line and your
character will join their ancestors in the
afterlife.

If your Mind reaches zero then you


cannot think and will not survive long.

If your Spirit reaches zero then you will


not have the will to continue.

Page 1

B
efore we assign any skill points to a Example:
character we need to take a more
detailed look at how the various Going from here to there on a days
points will be used in the game. journey traveling eight hours and resting
for an hour mid travel.
Mind points: You will be using your
mind points on anything that requires You would use a mind and perhaps a
thought, which is just about everything. spirit point to plan the trip. You would
use four body points to travel a half day
Body points: You will be using your and possibly a few luck points to avoid
body for anything that requires a physical problems. Your rest at mid journey would
action. restore one of the spent body points and
one spirit point.
Spirit points: You will be using your
spirit points any time you need to gain Complications in travel. Should you come
some inspiration, encouragement or if to an obstacle or encounter a hazard on
you are feeling discouraged. your journey, you would lose a sprit point
for confronting an obstacle or hazard, but
Luck points: You will use luck points to would gain it back when you solved the
make the odds more favorable as needed. problem that the obstacle or hazard has
presented. You would probably also use a
Before you take an action, you will first body point or two, due to the physical
decide how many of your points that you requirements of navigating the obstacle.
will spend on that action and subtract Perhaps if you had used more luck you
them from the appropriate source. would have avoided the situation.

Some of the actions and events may be Discovery usually has a positive effect. If
preassigned and in that case you will just you should discover something during the
subtract or add points as directed. journey, then you would gain some
knowledge, so your Mind points would
The main thing about points, is to make increase by 1. If it's a good thing, then
sure you don run out of Mind, Body and your Spirit would also gain a point as
Spirit. You can run out of Luck and that’s well. However, if it is something bad,
not good, but it will not be the end of your then you would still gain knowledge so
characters adventure. the mind would gain 1, but the spirit
would lose 1.
Traveling:
Confrontations can often arise during a
When you travel you will naturally use journey. You may be confronted by an
some of the mind, body and spirit. And if adversary. Maybe a human or animal.
you want a safer journey you may decide You will need to use your points to battle
to spend some of your luck points too. accordingly. We will go over how to battle
separately.

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Game Needs: Complex Oracle:

Imagination: If you need a little more complex answer,


then you would ask the question and roll
This game relies heavily on the the die.
imagination. So fire up your dream
machine and get ready to play. The answer is then a weighted answer,
meaning that the answer ranges from one
Notes: being favorable to six being unfavorable.

You will need to keep track of things that Example:


happen during your adventure so you will
need some form of writing. Is it raining?

Paper and pencil work just fine, or if you You then roll the die.
prefer to use an electronic device, you can
do that as well. A one would be, no it is not raining.
Two would be there is a slight sprinkle,
It will be your choice for tracking your mist or fog. Three would be a light gentle
skill points and they will be changing with rain. Four would be heavy rain. Five
every action. So use whatever you are would be a hard rain and Six would be
comfortable with. Other actions will add torrential rain or even a thunder storm.
and subtract items and such from your
inventory. So you will be doing quite a bit Don’t forget that you can also simply
of journaling in one form or another. apply the answer you think is best for
the situation, instead of letting a random
Randomness: number decide for you. The choice is
yours.
There is always a need for some form of
randomness in every game to keep the
excitement of the unknown going.

That’s what an adventure is. Exploring


the unknown.

So we have a few tools to use for that.

The Simple Oracle:

Using the oracle requires a standard six


sided die, also known as a 1D6.

Whenever you need a quick yes or no


answer. You simply roll the die and an
even number is yes and odd is no.

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Weapons and Armor: Wealth:

You will need to buy Armor and Weapons You will need some form of wealth for the
for your adventures. They too will have adventuring. It will depend on the setting
points. These points will inflict and you choose as to what you will call it. For
deflect damage from an opponent. this game we will simply call it coins.

Heavy use of weapons and armor will Goods and Services:


require that the damage points be
repaired. Everything has value, wether it is an item
or a service. So you will use your wealth
Supplies: to buy and sell either goods or services.

Every adventure will need some supplies. There is a Standard Items Table you can
Common adventuring equipment would use to get started. You can add in items
be things such as rope, hammer, pitons, that are not listed and assign them a cost.
torch, axe, lock picks, pickaxe, etc.
You may find wealth during an adventure
You will need food and water in the form or you may gain wealth for completing
of rations. You may take some form of quests or selling treasures you have
first aid such as healing potions or anti- collected during the adventure.
venom. Maybe bandages, thread needle,
should you need stitches. Each item has a value, so be sure to
adjust your wealth when you find, buy or
You will need a pack, bed roll, and other sell items and or services. Give created
such things to cary what you think you items a fair price.
will need, based on the adventure you
selected to go on.

Most of these items will have deplete able


points. If you use some of them, then
reduce the quantity points.

Example:

Every time you stop, rest, eat and drink


you would decrease your supply of food
and water supply. If you choose to light a
torch, it would only last so long, so you
would decrease its quantity points per the
amount of time it is being used.

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Starting out: The Character Sheet:

Your World:
So your character sheet will have the
The first thing to decide, is what the following things that you will need to fill
world is like that you want to adventure in before you can start your adventure.
in. Is it in the past, present or future?
This will help you create the names for Character Name:
everything in your game.
Character Description:
Your Character:
Character Level:
Decide what character you want to play as
and then give the character a name and a Character Skill points:
brief description of what stands out to
you. Who are they in your world. Mind, Body, Spirit, Luck

Skill points: 120 Armor:

Starting out you are awarded 120 points Weapons:


to be distributed into your skill slots on
the character sheet. You may distribute Supplies:
them however you like.
Wealth:
Consider the character you will be playing
and distribute them accordingly. Or if you The division on the Mind, Body Spirit and
want to distribute them evenly, then that Luck, is for the Max and Current points.
will be 30 in each of the four skills There will also be a place for notes.

Wealth: 120 When you fill in your character sheet,


make sure to write lightly with a pencil,
You will be awarded 120 wealth to spend because other than your characters name,
as you see fit. Weapons, armor, supplies everything else will change as the
of your choosing. adventure progresses.

Consider the character you will be playing


and purchase accordingly.

Enter your selections on to the character


sheet. If you don’t spend all your wealth,
then enter what ever you have left on to
the character sheet. This will increase and
decrease as your adventure unfolds.

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STANDARD ITEMS TO BUY AND SELL

COST IN BUY
ITEM POINT VALUE
COINS FROM YOU

Clothes 1 Defense 25 10

Robes 2 Defense 50 20

Light Armor & Shield 3 Defense 60 25

Medium Armor & Shield 4 Defense 75 35

Heavy Armor & Shield 5 Defense 100 45

Light Weapon or Spell 1d6+2 25 10

Medium Weapon or Spell 1d6+4 50 20

Heavy Weapon or Spell 1d6+6 75 35

Light Range Weapon 1d6+2 25 10

Medium Range Weapon 1d6+4 50 20

Heavy Range Weapon 1d6+6 75 35

Food Pouch & 5 Rations Plus 1 to Body 10 2

Water Skin & 5 Rations Plus 1 to Body 10 4

Healing Potion or Anti Venom 1d6+2 25 10

Back Pack & Bed Roll Plus 1 to Rest 25 10

Poison 1d6+2 20 5

Rope, Hook, Hammer & Pitons Plus 1 to Body 25 10

Torch, Oil, Flint Steel & Tinder Plus 1 to Luck 25 10

Lock pick set Plus 1 to Luck 20 5

Hatchet or Bowsaw Plus 1 to Body 10 5

Pickaxe or Shovel Plus 1 to Body 20 10

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Character Sheet

Name:__________________ Description:_________________

Level:___________________ Wealth:_____________________

Armor:________________ Weapons:____________________

Supplies:__________________________________________________

__________________________________________________

Treasure:________________________________________________

Other Items:_____________________________________________

Mind:____|____Body:_____|____Spirit:____|_____Luck:____|____

Notes:____________________________________________________

__________________________________________________________

__________________________________________________________

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Battle Mechanics: The Cost:

To keep the game simple some items and Spells cost 25, 50 and 75 coins each.
events are divided into threes.
To cast a Low level Spell you have to use 1
Weapons: Mind and 1 Spirit point to cast the spell.

We are not giving them names here It will do 1d6+2 damage. And you can
because we are not declaring a setting. cast a magic shield adding 1d6+2 to your
A setting could be the past, present or defense, costing 1 Mind and 1 Spirit point.
future and would require too many
different type of weapon descriptions. To cast a Medium level Spell you have to
use 2 Mind and 2 Spirit points to cast the
Weapons are one hand, light, medium spell.
and two handed heavy. Range weapons
should also be set at three levels as well. It will do 1d6+4 damage. And you can
cast a magic shield adding 1d6+4 to your
A light weapon does 1d6+2 points of defense, costing 2 Mind and 2 Spirit
damage. A medium weapon does 1d6+4 points to cast the spell.
and a heavy weapon does 1d6+6 points
of damage to an opponent. Your attacks To cast a High level Spell you have to use
always hit. 3 Mind and 3 Spirit points to cast the
spell.
Armor:
It will do 1d6+6 damage. And you can
Again, we are not giving names here cast a magic shield adding 1d6+6 to your
because we are not declaring a setting. defense, costing 3 Mind and 3 Spirit
A setting could be the past, present or points to cast the spell.
future and would require too many
different type of armor descriptions. Attackers:

Like weapons, all armor is divided into a The opponent will attack based on its
few types. Clothing, Robe, Light, Medium defined stats. It will have + attack points
and Heavy armors. It will give 1 to 5 and + defense points, along with x life
defense point protection from attacks. points. Its Attacks will always hit.
So be ready to defend.
With heavy use it may need repair.
You will decide how it is holding up and Combat:
make repairs as needed.
When combat occurs. You have the
Magic: option of using your Skill points.

You may use Magic in the same way you You may use any skill, weapon or item
would use a weapon. You can use three you have, to attack and or defend.
levels for attack and defend spells.

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Your weapons have an + attack and your Two, you roll to see if you are successful.
armor has a + defend set of points, but You can use a 1d6 and do odd and even.
you can use your skills to enhance an
attack or strengthen the defense. Even is successful and odd is a fail. If you
fail, then you have to do one more round
Example: of battle and then you can try to flee
again.
You use a Luck point to do one point
extra damage or dodge one point of
damage. Or you could also use a Body
point to do likewise.

If you know a weakness on the target, you


could use a Mind point to know where
and when to strike for an extra point of
damage.

You could use a Spirit point to increase


your adrenaline for an extra point of
damage.

They are your skill pints to use. But use


wisely, you don’t want to run out.

Remember, Attacks always hit.

Skill Points do not recover without the


use of potions or rest, so watch your
Mind, Body and Spirit points.

Remember that if your Body should reach


zero, then you have come to the end of
the line and your character will join their
ancestors in the afterlife.

Flee:

You always have the option of fleeing


from a losing battle. It may be better to
live to fight another day. At least that’s
what fleeing say.

There are two ways to flee. One, you


declare that you are fleeing and use a
luck point to insure that you successfully
flee.

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After the Battle:


Winning: Checking:

After the battle, you will receive any items If your armor is damaged you may want
that the opponent was carrying. If it is an to find a place for repair, unless you are a
animal you may choose to take the hide, smith and can do it yourself.
claws and meat.
Check your supplies and see if you are in
Animals only have themselves. They do need of anything, before moving on. If
not carry anything outside of their own you are low on food and water, then you
bodies. With one exception. You could should hunt for both, before moving on in
extract the toxins from poisonous your adventure.
creatures and use it on weapons.
Your adventure does not have to be rigid.
Human type foes would possibly have You are free to hunt and fish and explore
armor, weapons and items on them. any surrounding area that you are in.
If so, then they can be scavenged for
personal use or selling. You could find a You may meet NPC’s. Non playing
weapon such as a dagger and if you characters that ask to join you.
already have one you can dual wield or
sell one. If you choose to dual wield, then If they do, then assign them points and
reduce your defense by 1 because you equipment as they can. Then assist in
cannot hold a shield and two weapons. battles etc. They may also ask you to help
them with a side quest. It will up to you to
Resting: accept or reject.

This is a good time to rest and recuperate. Go with what feels right to you. There are
Make sure the area is safe before making no wrong ways to play this game.
camp and going to sleep.

Sleeping for 8 hours restores all points.


You may not exceed max skill points.

Max skill points are the original that you


set in the beginning, plus any learned
points or bonuses you have gained.

Skill Gain:

If you faced an opponent that you have


never faced before then after the battle
you should give yourself a Mind Point,
because you have learned how this foe
attacks and defends.

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Example Battle:

You have encountered a Thief. You could also use a Luck point as well
and then you are even.
The Thief is armed with a Dagger, that
does 1d6 +2 points of damage to the To move ahead you would instead need to
body. use either 2 Body and 1 Luck or vice
versa. If you had faced this Foe before
The Thief is wearing Light Armor that you could also use a Mind point because
gives +3 Defense. you would know a weakness.

You are also using a Dagger that does 1d6 Now to defend from the Thief’s 1d6 +2
+2 points of damage to the body. point attack, you could reduce the
damage using 1 Body point and use 1
You are wearing armor that only gives Luck to make the strike 2 points less.
you +1 defense.
You can use any combination that is
When the Thief strikes you with the logical, but remember if you run out of
dagger it will do 1d6+2 minus the 1 for Mind Body and Spirit skill points you are
your armor. done.

You strike the Thief with your dagger and As you adventure, you will gain wealth
it will do 1d6 +2 damage minus +3 Thief's and can afford better armor. You will also
armor. be using your points, so beware of them
getting low.

Skill Point Battle: Extra Bonus Points Rule:

How can we improve our battle with the To make the battle more exciting you
Thief? have the option of the Doubles Rule.

We can use points. To do this, roll 2d6. Two different colors.

We have Mind, Body, Spirit and Luck One is your normal roll color and the
points that we can use in battle. other off color is used for the possible
bonus.
You will need +2 points to equal the
Thief's armor and +3 to be better. You only get the bonus if the dice match.

You can see that the Thief is wearing


Light Armor. So you know you need to
use some skills to offset the fight.

You could use a Body point, to add an


extra damage point to your attack.

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Tables: Fate Table: Pg 17

A few random tables have been included The Fate table contains random Blessings
to assist you with your adventuring. or Cursings, should you need one or the
other.
All of these tables have been created with
a typical medieval fantasy time frame. Event Uneventful Table: Pg 18

You may be able to use them for other Random Events or nothing unusual.
settings as well and you can also modify
them to your needs. Discovery & Diversions: Pg 19

Scenario Table: Things to see and things to do.

The starting scenario table will help you Advantage & Disadvantage: Pg 20
with a the creation of a base plot for an
adventure. Help or hinderance.

You can roll on this table, once for each Friend or Foe: Pg 21
column and then put the outcome
together to form a basic plot for your NPC Good and Evil. Help or Battle.
adventure.
NPC Interactions: Pg 22
You may also just choose what you like
from each column instead of rolling. Random Interaction and side quests.
Or you can just take a look at the table to
spark your imagination. Then you will be NPC Behavior: Pg 23
able to come up with your own idea for a
good plot for your adventure. How a NPC may behave.

Another option is to take a plot from You can use all of these as needed or only
another game you have played. when then Journey table directs you to.

You can also use other game books and


use a plot from them.

Use anything that helps you create an


exciting adventure.

Other Tables:

Find Table : Pg 16

The find table can be used when you need


to find a random item.

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Roll or choose on this table once for each column and then put it together to
form a plot for your adventure. Use 1 to 4 D6 as you wish.

Example: You pick or roll Settlement, Recover, Mystic and Orb. So your plot
is to travel to a settlement to recover an Orb from a Mystic.

SCENARIO TABLE

ROLLED WHERE ACTION NPC ITEM

1 Wilderness Explore Child Orb

2 Village Map Mystic Gem

3 Town Settle Bard Jewelry

4 City Hunt Artist Weapon

5 Settlement Investigate Orphan Armor

6 Encampment Capture Infant Supplies

7 Forest Kill Witch Scroll

8 Desert Banish Wizard Book

9 Grassland Recover Druid Tablet

10 Frozen Steal Noble Chest

11 Dungeon Plant Royal Icon

12 Crypt Forge Potentate Relic

13 Tower Rescue Animal Key

14 Temple Assist Monster Tool

15 Sea Hinder Body Artifact

16 Lake Heal Prisoner Potion

17 Swamp Deliver Monk Herb

18 River Escourt Guard Poison

19 Mountain Persuade Soldier Message

20 Hills Warn Priest Demand

21 Cave Escape Blacksmith Gift

22 Valley Evade Fletcher Clothing

23 Underwater Hide from Hunter Recipe

24 Subterranean Pacify Miller Bag

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After you have the starting scenario, then You must make a choice as to what you
you will have to decide on how you will find. Is it a coin, a potion, a map? What
travel to the given destination. ever seems to fit the scenario you are
playing. If it is a loss, then you have to
If you have played roleplaying games decide what you will lose from your
before and enjoy making maps, then you inventory.
may want to create a map with various
points of interest and encounters laid out One way to play it, if you can’t decide is to
on that map and follow the story line you Oracle roll it. Roll and use the number as
have created. the value of the item found or lost.

If you haven’t played before or you do not If you cannot decide, there is a Find table
like making maps and or are not sure you can use. For a loss you will have to
what should or could happen during a make the tough choice.
journey, then we have an included an
easy method for travel. Two: Fate. A Blessing or Cursing. You
are free to create the narrative or use the
Distance and Journey Rolls: included table. You roll to see your fate.
Even is a Blessing and Odd is a Curse.
To use this method you will roll a 1D6 to
see how far the destination is. Three: Eventful or Uneventful.

The number rolled will represent an Eventful would be something unexpected


increment of your liking. This could be happens.
days or hours or any other frame of time.
Uneventful would be nothing unusual
After you have established the distance, happens. You have another normal day.
then you will roll once per increment and Even is an Event and Odd is Uneventful.
then refer to the journey table. Again you can either create the narrative
or use the table.

Four: Discovery or Diversion.


Let’s look at each of the possible rolls.
Even is a Discovery and Odd is a
If you decide to use the tables, you will Diversion.
need to do secondary rolls for odd and
even. Like find or lose, a Discovery is a good
thing. You may discover a grove of fruit
Examples: trees and be able to replenish you rations.

One: You either Find or Lose something. A Diversion would be something that
This seems easy when it’s a find, but hinders your progress. You may have to
much harder if it is a loss. Even is Find go out of your way or deal with a minor
and Odd is a loss. problem with someone or something.

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Five: Major Advantage or Major Alternative Play


Obstacle.
You may choose to use an alternative way
Even is Advantage and Odd is Obstacle. to play as follows.

A Major advantage could be something Only use Journey rolls when you get
that saves you a lot of time and you can stuck.
drop one journey roll. Perhaps you catch
a ride or find a shortcut. You are creating the adventure story line
as you go and it is unfolding nicely, so you
A Major Obstacle would be anything that may not want or need to roll for every
blocks your progress in a significant increment of the journey.
manner. It could be that the bridge is out
and you have to find another crossing Go with what feels right to you. Use your
point. It may add another day to your own creativity. The idea is to enjoy the
travel and so also another journey roll. adventure.

Six: Encounter Friend or Foe. The rolls and tables are tools designed to
help you when you need it.
Even is for a Friendly NPC interaction
and Odd is a Foe that you will battle.

Friend: Roll to see what happens. Then roll again.


An even number is the rst event the row
You meet a NPC Non Playing Character. and an odd number is the second.
They are friendly to you. They may wish 1 You Find or Lose something.
to trade with you or perhaps they will
want some assistance or offer some. 2 Fate A Blessing or Cursing.
They may even want to join you on your
3 Eventful or Uneventful.
adventure. Safety in numbers.
4 Discovery or Distraction.
If a NPC joins the party, then assign
them some basic stats. Armor, Weapon 5 Major Advantage or Major Obstacle.
and Life Points. They should be included
6 Encounter Friend or Enemy.
in any battles or other events, as long as
they remain in the party.

Foe:

A Foe would be just that. It could be Man


or beast. You will have to do battle or flee
to survive the encounter.

You can use particular foes from the table


or other sources that fit your specific
game scenario.

Page 15

fi

FIND TABLE

ROLLED YOU HAVE FOUND

1 Full Water Flask 5 days

2 Lock Picks Roll 1D6 for Amount

3 Pick Axe

4 Hatchet

5 Shovel

6 A Coin

7 Rope 1D6 X 10

8 Healing Potion 2D6

9 Ration 1 Day

10 Bag of Coins Roll 1D6 for Amount

11 Healing Potion 4D6

12 Anti Venom 2 Doses

13 Ration 2 Days

14 Bag of Coins Roll 2D6 for Amount

15 Healing Potion 3D6

16 Leather Belt

17 Ration 3 Days

18 Anti Venom 3 Doses

19 Poison 1 Dose

20 Torch 5 hour

21 Healing Potion 1D6

22 Poison 3 Doses

23 Anti Venom 1 Dose

24 Bag of Coins Roll 3D6 for Amount

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FATE A BLESSING OR CURSING

ROLLED BLESSING CURSING

1 The path is rough

2 The path is smooth

3 You slip and fall 1D6 damage

4 The weather is excellent

5 The weather turns foul 1D6 hour delay

6 The air is pleasantly fragrant

7 There is a foul smell in the air

8 You nd some healing Herbs 1D6

9 You step in a trap 1D6 injury

10 You nd a Silver coin

11 You lose a item

12 You avoid a trap

13 One of your rations spoils

14 You nd some edible fruit

15 You see a bad omen

16 You see a good omen

17 You are bothered by insects

18 You nd a lock pick

19 You are allergic to something in the area

20 The breeze sounds musical

21 You feel sick

22 You feel energized

23 You injure your 1d6 body part for 1d6

24 You nd a Coin

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EVENTFUL OR UNEVENTFUL

ROLLED

1 It gets a tad warmer

2 A stray dog shows up

3 It cools o slightly

4 A group of Monks pass by

5 The scenery remains the same

6 You see a group of carved stones

7 The scenery changes slightly

8 NPC Interaction. See Table Pg 22

9 You walk a bit faster

10 An item falls from above

11 You walk a bit slower

12 There is an eclipse

13 The terrain changes slightly

14 A group of Nomads pass by

15 You are thinking about food

16 NPC Interaction. See Table Pg 22

17 You are thinking about water

18 It is suddenly silent

19 You look behind you

20 There is a an odd sound

21 You count steps

22 You smell smoke

23 You stop and stretch

24 You nd a Body

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DISCOVERY OR DIVERSION

# CIVILIZED ACTION WILDERNESS ACTION

1 Lost something Find it Lost something Find it

2 Tavern Eat Drink Small Cottage Roll NPC

3 Gambler Gamble High Dice Lost Farm animal Assist

4 Apothecary Buy Sell Trade Wild Herbs Gather

5 Street Performer Watch donate Lost Child Assist

6 General Goods Buy Sell Trade Peddler Buy Sell Trade

7 Fortune Teller Roll on Fate Odd sound Try to locate

8 Bakery Buy Eat Fruit Bushes Eat Gather

9 Carnival Explore Soothsayer Roll on Fate

10 Fletcher Buy Sell Pond Drink Fill Fish

11 Religious Gathering Attend Broken Cart Assist

12 Prison Visit Large Tunnel Roll on Find

13 Panhandler Donate Worn out NPC Assist

14 Cemetery Visit Explore Hidden stash Roll on Find

15 Street closed Go around Path blocked Go around

16 Cartographer Buy Sell Trade Lake Drink Fill Fish

17 Building Fire Assist Cottage Fire Assist

18 Armorer Buy Sell Trade Fruit Trees Eat Gather

19 Loose Horse Assist Escaped Prisoner Catch

20 Blacksmith Buy Sell Trade Encampment Roll on Find

21 Celebration Join in Gambler Gamble low dice

22 Well Drink Fill Spring Drink Fill

23 Funeral procession Respects Caravan Let it pass

24 Temple Heal 4D6 Shrine Heal 4D6

Page 19
ADVANTAGE OR OBSTICLE

ROLLED ADVANTAGE OBSTICLE

You have lost your way

1
1D6 Delay

You nd a shortcut.

2
1 Day saved.

Extremely Bad Weather

3
1 Day Delay

You are given a ride.

4
1 Day saved.

Your path is Completely Blocked

5
1 Day Delay

You travel without any interruption

6
1 Day saved.

Page 20
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FRIEND OR FOE

# CREATURE WEAPON ATTACK ARMOR DEFEND LP GIVES or HAS

1 Snake Fangs 1d6+1 Scales 1 20 1 Skin - 1 Poison

2 Priest None - Robe - - Gain 1 Body

3 Cultest Dagger 1d6+2 Robe 2 40 1 Anti-Venom 1D6 Rations

4 Farmer Hatchet - Clothes - - Produce 1D6

5 Thief Dagger 1d6+2 Light 3 40 Has 1D6 Coins, Rations

6 Hunter Bow - Leather - - Meat 1D6

7 Wolf Teeth 1d6+2 Hide 1 30 1D6 Meat, 1 Hide

8 Wizard Sta Robe - - Gain 1 Mind

9 Bear Claws 1d6+4 Hide 4 80 1D6 Meat, Hide, Claws

10 Trapper Bow Hide - - Will Buy Hide

11 Rat Teeth 1d6+1 Skin 1 20 1 Meat, 1 Skin

12 Fisherman - - Clothes - - Gives Fish 1D6

13 Sorcerer Spell 1d6 Mind Robe 2 40 Magic Wand

14 Bard Dagger - Clothes - - Gain 1 Spirit

15 Gobblin Bow 1d6+2 Light 3 40 1D6 Coins, Water

16 Apotheker Dagger - Clothes - - Gives 1 Potion

17 Troll Spear 1d6+4 Light 3 40 1D6 Hides, Rations

18 Herbalist - Clothes Health Potion

19 Litch Spell 1d6 Spirit Rags 4 40 Gold Crown

20 Merchant - - Clothes - - Will Buy

21 Ogre Club 1d6+5 Light 4 80 2D6 Coins

22 Smith Hammer - Leather - - Will Repair

23 Hag Evil eye 1d6 Luck Clothes 1 40 1 Potion

24 Gambler - - Clothes - - Gain 1 Luck

Page 21
f
NPC INTERACTIONS

# WHO HAS WANTS REQUESTS

1 Priest Blessing Donation Find and return Icon

2 Pilgram Nothing Direction Escort to Shrine

3 Smith Tools Do repair Find Rare Ore

4 Apotheker Potions Sell or Trade Deliver potions

5 Tinker Tools Do repair Deliver Goods

6 Merchant Goods Sell or Trade Escort to City

7 Bard Song Sell or Trade Join the Party

8 Farmer Vegetables Sell or Trade Bring Seeds

9 Butcher Meat Sell or Trade Bring Rare Animal

10 Woodsman Wood Sell or Trade Locate Ancestral Axe

11 Cartographer Maps Sell or Trade Buy Treasure Map

12 Hunter Game Sell or Trade Assist in killing Beast

13 Trapper Furs Sell or Trade Find Rare Fur

14 Soldier Weapon Hired Join the Party

15 Guard Bounty Prisoner Assist in inding Prisoner

16 Lunatic Warning Listener Stop the Follower

17 Nomad News Sell or Trade Bounty

18 Prisoner Bound Freedom Hide from Guard

19 Miner Ore Sell or Trade Clear the mine

20 Herbalist Herbs Sell or Trade Find rare herbs

21 Mage Scrolls Sell or Trade Find Magical ink

22 Fisherman Fish Sell or Trade Clear island

23 Adventurer Tokens Sell or Trade Escort to City

24 Messenger Messsage Direction Escort to City

Page 22
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NPC BEHAVIOR

# Appearance Acting Speech Action Response Reaction

1 Trustworthy Sane Sense Standing Smiles Continues

2 Untrustworthy Insane Nonsense Setting Frowns Changes

3 Fit Patient Native Walking Ignores Runs to

4 Frail Impatient Foreign Running Listens Runs away

5 Clean Focused Quiet Marching Blesses Walks to

6 Dirty Unfocused Loud Sneaking Curses Walks away

7 Armed Aware Arrogant Striding Glares Faces

8 Unarmed Unaware Humble Stumbling Winks Turns away

9 Armored Peaceful Hurried On foot Nods Looks at

10 Plain Aggressive Slow Riding Shrugs Looks away

11 Old Calm Sober Pulling Laughs Hides

12 Young Nervous Drunk Pushing Sighs Exposes

13 Tall Sane Sense Standing Smiles Continues

14 Short Insane Impeded Squatting Frowns Changes

15 Thin Patient Native Walking Ignores Runs to

16 Portly Impatient Foreign Running Listens Runs away

17 Neat Focused Silent Marching Blesses Walks to

18 Filthy Unfocused Boisterous Twitching Curses Walks away

19 Armed Aware Proud Striding Glares Faces

20 Unarmed Unaware Humble Stumbling Winks Turns away

21 Well dressed Peaceful Hurried On foot Nods Looks at

22 Worn clothes Aggressive Slow Riding Shrugs Looks away

23 Elderly Calm Sober Pulling Laughs Hides

24 Youthful Nervous Befuddled Pushing Sighs Exposes

Page 23
A note
from the
author

I
hope you enjoyed playing
the game as much as I did
creating it.

If you enjoyed playing the game, I would


love to hear from you.

Or if you have any questions,


suggestions or comments you can
always contact me via email at:
rarice@outlook.com

A Special Thank You to: Adam Bragg,


who is always extremely helpful in
inspiring me to create as well as his
invaluable input and testing of my other
Solo Roleplaying game “Let it Roll.”

Page 24

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