JASON PAUL MCCARTAN AN ULTRALIGHT MODERN TAKE ON OLD SCHOOL ROLEPLAYING BASIC EDITION PolyhedralGame.com
WORDS AND DESIGN Jason Paul McCartan COVER ARTWORK William McAusland INTERNAL ARTWORK Jacob Blackmon JEShields William McAusland IBP 1600 Some artwork copyright William McAusland, used with permission. This is a Digital+ title. Buying it in print gets you a digital copy too. See our website for details. BASIC EDITION Polyhedral Dungeon and the Polyhedral Roleplaying System and all associated logos and properties are copyrights and trademarks 2016 of OneBadgerUn Limited dba InfiniBadger Press. © Copyright 2016 InfiniBadger Press Version 1.4 August 2016 INFINIBADGER.COM ISBN-10: 1-945826-00-2 ISBN 13: 978-1-945826-00-9
> Creator’s Note This game has been written not to supplant the original classic games that I personally love and enjoy so much myself, but to provide an alternative that can be run at a moment’s notice. It’s designed to be used for pick-up games, or at conventions, or when you suddenly find yourself needing to handle running a tabletop game for dozens of teens or adults who don’t want to spend time learning rules and making characters for game systems that have too many options and don’t make much sense out of the box for the uninitiated. Simply give them a character sheet, have them choose a Class, select some Talents, get some starting Gear, fill in the Schtick and a Quote, and they’re off adventuring. The system is also easy enough to be able to translate existing adventures and settings on-the-fly without much effort. There are purposeful holes and gaps in the game. That’s by design because it’s meant to be compact but mostly complete and playable. It doesn’t include rules for designing dungeons themselves apart from with broad strokes. What’s missing can be filled in by you, or others, from other games and supplements, or from your own head. Just follow this one piece of advice: if you don’t know something, channel The Old School Way and make a ruling. But just make it a fair one, and be consistent in its application. Oh, and ignore or change pieces you don’t like or want to use. Your table, your game, your rules. There will be other POLYHEDRAL ROLEPLAYING SYSTEM products coming soon, including supplements for POLYHEDRAL DUNGEON itself, as well as other genres you can play in. They’re not necessary to play this game, but they’ll enhance it. Also, you can find out more about all things Polyhedral at POLYHEDRALGAME.COM. Why are you still here? Go roll some dice. Jason Paul McCartan MONSTER SIZE BODY MIND SOUL SOCIAL ATTACKS ARMOR TALENTS LOOT GIANT BADGER Medium d4.4 d4.4 d4.4 — Bite d6.6 Claw d6.6 d6.6 Enhanced Smell d4.4 THE CORE MECHANIC Roll a die Maybe more, but keep the highest Add any modifiers to the result Compare against someone else The highest result wins
1 Introduction POLYHEDRAL DUNGEON allows you to play classic old school fantasy games using THE POLYHEDRAL ROLEPLAYING SYSTEM, a fast and ultralight modern roleplaying game system that can be used to play stories in any genre or setting with a little modification. The core system is designed for quick play and extensibility with a no-frills approach to presentation and a design that allows you to add your own content with little work. The game requires one player to be the Judge and make ruling decisions as well as play all the non-player characters and keep the game flowing. That’s probably you. What You Need To Play To play POLYHEDRAL DUNGEON, you’ll need a standard set of polyhedral dice: this includes a d4 (d4.4), d6 (d6.6), d8 (dd8.8), d10 (dd10.10), d12 (d12.12), and a d20 (d20.204). In this book, the number of sides of a die called the d-value. Most die rolls in this game use the highest result on any rolled dice, but some don’t. Much of the time, you’ll roll only one die type at a time, but may roll multiples of that die (for example 2× d6.6). You may roll dice of multiple types, adding results together (for example d6.6 + d8.8). You may need to change the die used, going up or down in incremental die steps (in increasing order of d4.4-d6.6-d8.8-d10.10- d12.12-d20.20). Sometimes you’ll add modifiers which add to (bonuses) or subtract (penalties) from the result. Most die rolls should be in the open, even for the Judge, so everyone can see them. You’ll also need some pencils and some paper, and copies of the character sheet at the back of this book, along with your imagination and some friends. If you don’t have dice, use the dice in the top outside corners of the pages of this book. d20.3d12.9d10.10d8.10d6.4d4.1
2 Creating Characters Characters in POLYHEDRAL DUNGEON are defined by the following: ◊ A Name, to help differentiate every character from each other. ◊ A Schtick, a gimmick that makes the character unique, a signature look and behavior, tied to the character’s core concept. Think of it as that one thing that everyone remembers about the character when they try to describe them to others. ◊ A Quote, which supports the Schtick. You can have more than one of these if you want. Sometimes the best quotes come after you’ve started to play! ◊ Four Attributes (Body, Mind, Soul, and Social) which polyhedral dice are attached to, and which can take damage in the form of Wounds. ◊ A Class, which gives starting Attributes, some special Bonuses, and special Talents, and starting Gear for characters. Consider this the character’s job, career, or professional focus. ◊ Strain, which tracks how tired and fatigued a character may be. ◊ Brownie Points, which can be used to re-roll dice, upgrade Attributes and Talents, and buy even more Talents. These are used to survive and thrive. Players start the game by choosing a Class for their character to play. Each Class shows the starting dice for each Attribute for that Class, as well as any allowed weapons and armor (and restrictions). Also listed are Bonuses, which are special Class features or modifiers applied to the results of particular die rolls that get made under certain circumstances. These modifiers may be positive or negative, and not all Classes have them. The Cleric, Fighter, Magic User, and Rogue Classes are all Human. d20.15d12.2d10.8d8.6d6.1d4.2
3 All characters have 3 starting Talents from those available to the Class, with some Classes specifying one or more that must be taken. Some Classes get to choose Talents from other Classes as well as from their own. Characters also start with 5 Brownie Points, which can’t initially be used to upgrade Attributes or Talents, or buy new Talents. They’re meant to be used during first play to save a character’s skin when they get in trouble. Characters are going to have plenty of opportunities to earn more Brownie Points during their adventures, earning them as they go. > CHARACTER ATTRIBUTES Each character has four Attributes that are used whenever a character attempts to perform any action that has a chance of failure. These Attributes are represented by dice of different sizes, with the results of rolls being used to help determine success or failure. Bonus (+) or penalty (-) modifiers are sometimes applied to the results depending on the context of the action, such as being in combat or from a special Class bonus. The Judge provides these modifiers, using skill and judgment to decide them. BODY Physical actions, stamina, toughness, physical attacks MIND Mental willpower and acuity, wisdom, as well as psychic powers SOUL The spiritual, divine, magical, as well as surviving near-death SOCIAL Communication and interaction with others The Four Attributes Attributes can have any type of die attached to them, from a d4.4 to a d20.20. The highest die that a player character in this Basic Edition game can have attached to any of their Attributes is a d12.12, as the d20.20 is reserved for special Monsters. > TALENTS Every Class offers a number of different Talents that simulates abilities, skills, spells, or other powers unique to that Class. Most have different power levels which increase their effectiveness or unlock other associated abilities. Some Talents are innate and have no purchase cost or upgrade path, while others cost Brownie Points to purchase at each power level. Talents are always bought at Level 1 and starter Talents for new characters must be bought from those that cost 10 Brownie Points or less. Talent Levels are incremental and characters keep previous Levels and abilities. To learn a new Talent, characters must first find another character that has that Talent and can act as a mentor to show them how to understand and activate it. Once done, they can now spend the Brownie Points to gain it at Level 1. Already-known Talents can be improved by using them and then paying the cost to buy the next available Level. Only one Level can be purchased at a time, as each Level must be used at least once before it can be upgraded. Talents are either passive or active. Passive Talents are always in use and do not cause Strain, while active Talents must be activated as actions and may cause Strain. When using an active Talent, roll once using the related Attribute against the current number of Wounds and Strain a character has. Rolling higher means there’s no additional Strain. Otherwise, the character gains an additional point of Strain, simulating the added stress of using these very special abilities. The more Talents get used the more challenging it becomes to do things. A character can usually have a 1 Wound and/or 1 Strain before needing to check for additional earned Strain. Talent costs should be modified by the Judge to suit their own games and campaigns. d20.92d12.10d10.5d8.3d6.5d4.3
4 > BROWNIE POINTS Brownie Points are special points given to characters to help them improve and develop, or used to alter something happening to a character. They can be spent at any time. ◊ 1 or more Brownie Points can be used to add another die of the same type for each Brownie Point spent to any roll being made. Keep the highest result of all dice rolled. ◊ 1 or more Brownie Points can be used add a bonus to any final die roll result, with each Brownie Point giving a +1 bonus. ◊ 1 or more Brownie Points can be used to cancel out 1 or more Wounds when receiving Damage, with each Brownie Point canceling a single Wound. Multiple Brownie Points can be used to completely avoid Damage! ◊ 1 Brownie Point can stop a consumable piece of Gear from being used up. ◊ Attributes can be upgraded to the next highest die step for the cost of 10× the d-value of that die step. The maximum an Attribute can be upgraded to is a dd12.12.1, as the d20.20 is reserved for special Monsters. ◊ Talents can be purchased at Level 1 or upgraded to the next level by spending Brownie Points. See individual Talents for the costs for each Level. Brownie Points are given to characters ongoing throughout the game for doing awesome things, and completing milestones . These points are awarded to each character during play as they are earned by the Judge, and they can be spent as they are earned, or kept. AWARD TYPE BROWNIE POINTS EARNED ENCOUNTERS 0 — 5 FINDING LOOT 0 — 4 SOLVING A PROBLEM 1 — 4 MISCELLANEOUS 1 — 4 Brownie Point Awards ◊ For Encounters, Brownie Points awarded are calculated based on the difficulty of the Encounter, which is up to the Judge. Most Encounters are worth 1-2 Brownie Points. Encounters with Boss Monsters provide an additional bonus depending upon the type of Boss Monster, according to the number of extra die steps they have for Attributes (Elites give +2 Brownie Points etc.). Each and every Boss Monster in an encounter gives bonus Brownie Points. ◊ Most non-magical Loot is worth 0 Brownie Points, with its own worth being its value in Coins. Magical or unique treasure awards Brownie Points to the wielder when first used, the more powerful the greater the number of Brownie Points. Cursed items award Brownie Points when the curse is finally removed. ◊ Problems and challenges, including traps and secret doors, can provide Brownie Points, and the Judge may award Brownie Points as desired. ◊ Miscellaneous awards include milestones, quests, or other Judge awards. Player characters, some special Monsters called Boss Monsters, and Classed Followers are the only characters that may earn and use Brownie Points. d20.7d12.12d10.2d8.8d6.6d4.4
5 Playing The Game > DOING THINGS To perform any action, characters roll the appropriate die for an Attribute and compare it against the die rolled by the Judge for the Difficulty, or another character’s Attribute acting as the Difficulty. Any modifiers to the result are added as needed, and the highest result wins. Ties are decided by the Judge either as fails or simultaneous successes. ATTRIBUTE DIFFICULTY DIE EASY d4.4 NORMAL d6.6 DIFFICULT d8.8 CHALLENGING d10.10 NEARLY IMPOSSIBLE d12.12 NEEDS A MIRACLE d20.20 Difficulty dice > TIME Out of combat encounters, time is tracked using standard clock time periods of minutes, hours, and days. Combat Rounds last 5 seconds long, and there are 12 of these in a minute. Most combats last between 1-2 minutes, though some may last longer. Always round up to the next full minute when calculating combat time elapsed. d6.6 d10.10 d20.20 d20.14d12.3d10.6d8.2492d6.3d4.2
6 > MOVEMENT All characters have Movement equal to their Body d-value in feet, modified by Wounds and Strain penalties. They can move at four different speeds. SPEED FEET PER ROUND FEET PER MINUTE CAUTIOUS Movement Movement ×12 WALKING Movement ×5 Movement ×60 HUSTLING Movement ×10 Movement ×120 RUNNING Movement ×15 Movement ×180 Movement Speeds ◊ Cautious and Walking characters can perform actions without any difficulty. ◊ Hustling characters may perform additional actions at one Difficulty level higher, in the same way as Multiple Actions works. This is effectively a double move. ◊ Running characters may only perform free actions as they are focused on running. Running characters can also be much more easily Surprised. > ENCUMBRANCE Each piece of Gear has its own weight and bulk, and the more a character carries, the more it affects their ability to act and move, causing Strain. A character can carry up to their Body d-value ×10 in Weight before becoming encumbered. After that, for every additional multiple of that value, they receive +1 ongoing Strain. > ADVANTAGE Whenever one character has a distinct advantage over another character or when using items in ways that help out, characters gain Advantage and get to roll an additional die for any Attribute rolls they make, keeping the higher result of dice rolled. Some circumstances that provide Advantage include (although there are more): ◊ Using Quality tools and items instead of standard ones. ◊ In opposed challenges, when one character is more skilled or trained than another. ◊ Gaining Surprise at the start of combat, or surprise in any other way (in combat or otherwise) such as being hidden or invisible. ◊ Flanking or above a target in combat, or attacking an immobile or restrained target. > COMMUNICATING WITH OTHERS Most species have their own languages, which they use when amongst each other. There is also a common vulgar trade language that is used to allow the buying and selling of goods that is a specialist language. Most Humans speak the Common Tongue, and other species have learned this as a way to speak freely among each other, though many of the words in the lexicon vary from region to region. All communication that may be difficult requires making Social rolls with varying degrees of Difficulty for speaking and for understanding to ensure proper translation. The Judge decides rules on language and communication. Characters with no Social cannot communicate with others in most cases. d20.18sd12.8d10.1d8.5d6.2d4.3
7 > GETTING HELP FROM OTHERS Each other character helping out another character perform an action with a specific Attribute adds a +1 bonus to the result of the roll. However, the lowest Attribute die of any character involved is used, rather than the actual character that initiates the action. > MULTIPLE ACTIONS If a character is attempting to do more than one action at the same time, the Difficulty for each action is raised by +1 die step or +2 bonus for each additional action including the first. For example, the Difficulty selected to perform an action may be Normal (d6.6), but doing two other things at the same time or one after the other (or a combination), raises the difficulty to Challenging (d10.10) for all three actions. Performing multiple actions may cause some actions to fail, particularly those that are sequential, or those that require stability or complete concentration to complete. For sequential actions, roll for each action in the order they are being performed; failing one of those causes the following to either fail or become another +1 die step or +2 more difficult. Simultaneous actions occur independently of each other and if one fails, others at the same time do not, but others following may, or be at +1 die step or +2 Difficulty higher. > SNEAKING Being quiet and stealthy not only requires concentration but also making a Body roll against the Mind of any character that may be listening. A failed roll means detection. > OPENING DOORS Doors in dungeons are typically made of wood, but can be made of other materials, When exploring dungeons, many doors may be closed but may be easily opened. Some doors may be locked and need one or more specific keys to open, or lockpicks. Other doors may simply be stuck and require needing to bashed open. Others yet are magical. To open a stuck door, roll Body against the strength of the door (usually d6.6). > SEARCHING Characters can search areas to discover secret doors, traps, and other special features. How long this takes is up to the Judge, but it normally takes 10 minutes to search an area 10 square feet in size by a single character. > SEARCHING FOR SECRET DOORS Any character may actively search for secret doors, panels, or buttons. Every secret door has a Difficulty level to detect it, using Body (physically searching) or Mind (investigating without touching). Most secret doors start at Challenging (d10.10) to find. > CHECKING FOR TRAPS Any character can check for traps and attempt to disarm them. Traps always have a specific Difficulty to detect, and a separate Difficulty to disarm it. Detection requires a successful Mind roll against the Difficulty, while disarming it requires a successful Body roll. Most traps start at Difficult d8.8 or higher for both. Setting traps requires a successful Body roll. dd20.19d12.592d10.7d8.4d6.5d4.1
8 > FALLING DAMAGE Falling is dangerous, and characters take Damage of 1d4.4 without any protection from armor for each ×10 feet they fall. They may also take Damage from whatever they land upon. > USING DAMAGED ITEMS Items can become damaged over time and use, and while they can still be used, they become less effective. For each point of Wear an item has earned, every roll using that item has a -1 penalty. See the Gear and Loot chapter for more information. > USING SCROLLS AND POTIONS Any character can use a prepared scroll or potion, whether or not they have supernatural, magical, or divine Talents (based on Soul) because everything but the last step of activating the scroll or potion has been already performed. Scrolls may only be read if the language they are written in is understood by the character reading them. Potions must be consumed in their entirety to work. It takes a full Round to read a scroll or drink a potion, and it counts as an action. > POISONS AND TOXINS Adventuring characters always risk getting hurt. The Combat chapter includes information on how damage is applied to characters. The following table lists ways some non-combat ways they can be hurt (though these may certainly be used in combat). The following rolls are made against a character’s Body. Damage is applied ongoing until whatever is causing it is removed or stopped. DAMAGE EFFECT d4.4 Weak acid/base/poison/toxin Drowning or Asphyxiation d6.6 Moderate acid/base/poison/toxin d8.8 Strong acid/base/poison/toxin Poison and Toxin Damage > PARALYSIS Some poisons, toxins, Talents (Class or Monster), or items may cause Paralysis. These attacks have their own Damage value and are directed against a specific Attribute, and come with their own effects. The Attribute is used to defend against it. The highest roll wins. > ELEMENTAL DAMAGE Damage from fire, ice, electricity, wind, or other elements starts at d4.4 Damage and increases depending upon its origin and strength. Damage is applied continually until whatever is causing it is removed. Elemental damage can often be used at range as well, and serves as the basis of some offensive and defensive Talents. d6.6 d20.10d12.7d10.3d8.5d6.1d4.4
9 > DISEASE Diseases are abnormal conditions usually caused by bacteria, plagues, or viruses. Exposure to disease may turn a character into a carrier who may transmit the disease to others, while at the same time doing damage to them. Most diseases do damage over an extended period of time such as days or weeks, though some are very rapid. Diseases must be treated to be cured and continue to deal Damage until they are. > FOLLOWERS Followers are any non-player character controlled by the Judge that accompanies a player character. Characters can have up to their Social d-value in followers at any one time. Followers serve specific purposes and may or many not engage in combat. If a Follower is to engage in combat, it is expected that the hiring character pays for their Gear and provides any other resources they need. They act on the same Round as the hiring character. FOLLOWER COST TORCHBEARER 1 Coin per week MERCENARY 7 Coins per week CLASSED FOLLOWER Negotiated percentage of Loot found Types of Followers and Costs ◊ Torchbearers are characters who simply are there to carry items such as torches or gear. All of their Attributes are at d4.4, and they do not wear armor. They only engage in combat to defend themselves, and will flee if they get scared and fail a Morale check. ◊ Mercenaries are soldiers who are trained to fight. They have no Talents, but can use most armor and weapons, which must be provided by the hiring character. Their Attributes all start at d6.6. ◊ Classed Followers are just like player characters, and start off as if they are new characters, with starting Talents, and starting Brownie Points. They earn Brownie Points while adventuring like normal characters, and can use them during play. They can also spend them to upgrade and buy new Talents. > ALIGNMENTS Many other games use an alignment system that indicates an axis for character or Monster moral or personal attitudes. This Basic Edition game chooses not to include this but to allow players and the Judge to have fluidity in how they want to represent this during actual gameplay. Character and Monster Schticks and Quotes can be used to present a public representation of morals and attitudes to other characters, even if they’re actually false or misinterpreted. This makes for much more interesting gameplay and tends to be more realistic and fun as characters try to work out if someone is telling the truth or lying, or really is just as nice or nasty as they seem to be. It also gives the Judge a lot of leeway in presenting interesting characters without being bound to explicit or restrictive rules, as the idea of what is good and evil is often subjective to the individual. The Judge should feel free to add an alignment system if they feel it enhances their game. d20.6d12.4d10.9d8.4d6.2d4.4
10 Combat > SURPRISE Characters that encounter each other may often be surprised by this, or one party may attempt to sneak up on another and gain the upper hand. If this is the case, roll the lowest Body in each party against the other. The one with the highest result is the least Surprised. Surprise allows each character in the winning party 1 free Round before Initiative needs rolled and combat truly starts. This can add a tremendous advantage and often decimate and affect enemy combatants’ Morale immediately. > INITIATIVE AND ROUNDS When moving to combat, action takes place in Rounds of 5 seconds length. Characters act in descending order of Initiative. Initiative is determined for a character by rolling Body + Mind and adding these results together, subtracting Wounds for both and any Strain. The character with the highest total goes first, then the character with the next highest total goes, and so on. Characters with the same total go at the same time. Initiative is rolled each Round, although the Judge may rule it is rolled only once at the beginning of combat. During a Round, on their turn, each character may: ◊ Move at either Cautious or Walking speeds. Characters do not need to move. ◊ Perform one action using any of their Attributes (including invoking active Talents), or move an additional Body d-value ×5 in feet (effectively Hustling) without penalty. Additional actions beyond this invoke the Multiple Actions rule. ◊ Perform simple non-complex actions for free, such as touch themselves or another. ◊ Say something quickly such as a few words or a short phrase. d20.15d12.6d10.4d8.8d6.6d4.3
11 > COVER AND CONCEALMENT Cover is anything that can protect a character from physical damage, while Concealment is anything that hides a character from view (including invisibility) or hearing. Characters can have both cover and concealment. Cover boosts the target’s Defense during attacks, and Concealment reduces an attacker’s Attack. Characters must be completely unmoving and silent to receive the benefit of 100% Concealment. PERCENTAGE COVER BONUS (Defender) CONCEALMENT PENALTY (Attacker) 25% +1 -1 50% +2 -2 75% +3 -3 100% +4 -4 Cover and Concealment Modifiers > VISIBILITY AND HEARING Lack of light or reduced visibility (such as partial or full blindness) makes it more difficult to see clearly, and deafness or overwhelming noise makes hearing difficult. This gives modifiers to all actions that rely on vision and hearing. When trying to notice anything with vision or hearing, characters use Mind, rolling against Body for characters attempting to Sneak to stay concealed. Other circumstances may use other Attributes. PENALTY LIGHT LOSS BLINDNESS DEAFNESS -1 25% (Low) 25% Partial 25% Partial -2 50% (Low) 50% Partial 50% Partial -3 75% (Dark) 75% Partial 75% Partial -4 100% (Dark) 100% Full 100% Full Visibility and Light Modifiers Some characters or Monsters may have Low-Light Vision or Darkvision. Each of these removes any penalties for this amount of vision. Creatures with Darkvision are partially blinded by bright light and have a 50% partial blindness penalty when exposed to it. Lack of noise in an area allows sound to carry easily (offering a rare bonus) but other background noise can mask other sounds and make it difficult to hear. When background noise is loud it is easier to Surprise others, providing Advantage. BACKGROUND HEARING BONUS/PENALTY QUIET +2 NORMAL +0 LOUD -2 DEAFENING -4 Hearing and Sound Modifiers d20.20d12.110d10.6d8.3dd6.4d4.2
12 > ATTACKING OTHERS Different Attributes are used to make different types of attacks. Dice used to attack are called Attack dice, and dice used to defend are called Defense dice. The same Attribute is usually used for both; some Attacks and Defense may use different ones such as Fear, or those from Talents. ATTRIBUTE ATTACK TYPES BODY Physical, melee, and ranged combat MIND Tests of mind and willpower, insanity, psychic combat SOUL Spiritual, magical, or divine combat SOCIAL Social combat Types of Attacks > ATTACK RANGES Some weapons have a Range value, allowing them to be used over distances. Multiples of the Range are used to determine zones of effective use, which affects Attack and Damage. RANGE ZONE DISTANCE ATTACK/DAMAGE MODIFIER POINT BLANK up to 10 feet +1 SHORT Weapon Range ×1 0 MEDIUM Weapon Range ×2 -1 LONG Weapon Range ×3 -2 EXTREME Weapon Range ×4 -3 Attack Ranges > ATTACK DAMAGE Damage is determined by rolling at least one die called a Damage die for each Attack. Advantage, Brownie Points, and Talents can increase the number of dice rolled but the rule generally is to keep the highest only. In the case of ties between Damage and Armor, the Judge decides the outcome. Weapon Damage may be modified by a creature’s size (see the Monsters chapter), or other bonuses (such as from Talents), or penalties (such as Wear). DAMAGE DIE TYPE EXAMPLE WEAPONS d4.4 Basic Daggers, knives, shield bash, slings d6.6 Small Light Clubs, flails, light crossbows, flails, javelins, maces, picks, small axes, small bows, small hammers, small swords, staffs d8.8 Large Heavy Heavy crossbows, heavy flails, heavy maces, large axes, large bows, large hammers, large swords, polearms d10.10 Huge Huge axes, huge hammers, huge swords Weapon Attacks and Damage d6.6 d20.5d12.1d10.3d8.7d6.3d4.1
13 > NON-LETHAL DAMAGE Some attacks, such as unarmed ones, are non-lethal. Some weapon attacks can also be declared as non-lethal by attackers, such as blunt force trauma attacks or using the flat of an edged weapon. Non-Lethal Attacks cause Strain on targets instead of Wounds. > ARMOR Characters wear armor to reduce the Damage that they take. Armor has its own Armor die that is rolled against the Damage die of whatever is striking it. Armor does not stack if multiple types are worn. Unless otherwise stated, armor only defends for Body Attacks. If a character wears no armor, they will always be hurt from a successful Attack, taking the full Damage die result (at least 1 Wound, and probably a lot more). ARMOR DIE TYPE Examples NONE None Clothing, None d4.4 Basic Padded, Wools, or Fur d6.6 Light Hide or Leather d8.8 Medium Chain d10.10 Heavy Plate Types of Armors Shields and helmets improve Armor by raising the die type a single die step, as long as they are being worn/used, up to a maximum of d12.12. Helmets protect only against head strikes, which can Stun ,and stack with shields. Helmets and shields are usually made of the same material as other worn armor, though they can be made of different materials. ARMOR BONUS ARMOR TYPE +1 DIE STEP Shield +1 DIE STEP Helmet (head only) Shields and Helmets Some Talents and magical items allow alternative forms of armor for different Attributes (rather than just Body), and can overlap each other to protect from multiple types of Attacks. Bonuses from this type of armor are applied to any rolls made while activated or worn. > WOUNDS When characters get hurt, they receive damage that takes time to heal called Wounds. These Wounds are applied to Attributes based on the type of Attack that caused it. Each Wound provides a -1 penalty each to the associated Attribute’s rolls, and stacks with Strain. The number of Wounds a character receives from each Attack is the difference between Damage and Armor die results. Brownie Points can be used to reduce Wounds when received, with each one spent canceling out 1 Wound. Characters that have sustained more overall Wounds in an Attribute than their Mind d-value will fall unconscious and stay this way until their total Wounds are reduced to less than this. This simulates a character’s “toughness” being affected by pain, spiritual shock, and the stress of being verbally trounced. d4.4 d8.8 d20.8d12.3d10.9d8.18d6.6d4.1
14 > DYING A character can receive an amount of Wounds equal to an Attribute’s d-value before they may start Dying due to excessive damage. When they receive any new Wounds to an Attribute, they check the Attribute receiving it, subtracting all current Wounds across all Attributes and any Strain from the result. If the result is 0 or less, they are now Dying. Characters don’t need to start checking for Dying until they have a total of accumulated Wounds + Strain equal to the Attribute d-value. Dying characters can be conscious or unconscious. Dying characters must roll Soul each Round, rolling higher than the number of Rounds that have passed since they started Dying to avoid becoming Dead. Dead characters can do nothing, except pass on to the next world, although in some cases it may be possible to resurrect Dead characters. If not, then it’s time to roll up a new one. > STRAIN Over time, characters will become fatigued if they do not rest. At the end of every combat encounter, and for every hour that characters push on without taking 10 minutes to rest, they gain +1 Strain. Just like Wounds, each point of Strain reduces all Attribute die roll results by a -1 penalty until recovered. Characters recover Strain naturally at 1 point for every 10 minutes they rest — they must do little more than recuperate during this time to regain that point. Strain can also be earned using certain Talents or items or in any other way the Judge decides that characters are put under stress or pressure. > STUNS Most Stuns occur when a character is struck on the head successfully during an Attack, but can occur in other ways left to the Judge to rule on. If a character becomes Stunned, all of their Attribute rolls are lowered by +1 die step or -2 penalty until the end of the next Round. They also cannot gain Advantage until the Stun is ended. > RESTING AND HEALING WOUNDS Characters should rest for 10 minutes after every combat encounter to avoid Strain. First aid can be administered during this time, allowing the immediate healing of 1 Wound received during the previous encounter. First aid can also be administered during combat to stabilize a character and stop them from Dying by rolling Body against the number of Rounds that have passed since Dying started. Each character may only recover 1 Wound per encounter using first aid; all other Wounds must be healed in other ways. Characters recover 1 Wound per day no matter what, from any Attribute of choice, at the same time every day (usually dawn). Extended bed rest with no movement allows recovery of another 1 Wound per day, once again from any other Attribute of choice. There are a number of other ways in which Wounds may be healed, including from specific items, or Talents that certain Classes may have. > TWO-HANDED WEAPONS Some weapons require two hands to attack with. If both hands are not available to use, such as in the case of holding a shield, they cannot be used until both hands are free. Two-handed weapons never grant Advantage over one-handed weapons without a Talent that allows this. Some magical two-handed weapons may grant use as one-handed weapons. d20.16d12.12d10.4d8.5d6.1d4.3
15 > DUAL-WIELD ATTACKS All characters can make attacks with two melee weapons of less than large size at the same time, but the chances of succeeding become more difficult, with the Difficulty level being raised by +1 die step or +2 straight bonus as per the Multiple Actions rule. Dual-Wielding is a simultaneous attack that causes loss of Advantage for the untrained. Attacking different targets at the same also raises the Difficulty by another die step. > AMMUNITION Some ranged weapons such as bows and crossbows need ammunition to use. Ammunition is a consumable resource and uses the Consumable rules found in the Gear and Loot chapter. Each weapon uses its own type of ammunition. > MORALE During combat, characters may decide that running away is the better part of valor. This usually happens to Monsters and Followers at the following times: ◊ When that character is faced with their own immediate death ◊ When half (50%) of the party a character is in is disabled or killed during combat ◊ When reinforcements arrive that changes the ratio of the opposing party to about double (×2) their party’s size Morale checks are made by rolling Mind against the total number of enemy combatants still standing minus any allies still standing. A result of less than or equal to this number means that the character’s Morale has broken, and the character will flee from combat as soon as is possible. Classed Followers may have Advantage on these checks. > FEAR Fear is similar to Morale but is forced upon characters, player and non-player alike, either when a Monster uses a Fear attack, some sort of event triggers it, or a Talent causes it. To check for Fear, roll Mind against the Difficulty of the Fear attack. A failed result causes the target character to immediately turn and flee in the opposite direction. A result of 1 also means they also drop whatever they were holding in their hands. > FIRE AND EXPLOSIONS Characters on fire stay on fire until the fire is extinguished, taking Damage each Round. An explosion’s Attack and Damage, and blast radius is based on its size. Some items using fire and explosions may have improved Attack or Damage values. ATTACK/DAMAGE DIE EXPLOSION SIZE BLAST RADIUS d4.4 Small up to 10 feet d6.6 Medium up to 20 feet d8.8 Large up to 30 feet Explosions and Their Effects d6.6 d20.10d12.4d10.7d8.2d6.5d4.2
16 The Classes ~ The Cleric ~ BODY MIND SOUL SOCIAL d6.6 d6.6 d6.6 d6.6 ARMOR WEAPONS Any, including shields and helmets Any blunt weapons, melee or ranged BONUSES Can read and write the language of the divine. Talents are cast as divine spells, powered by a choice of deity. STARTING GEAR 200 Coins Holy Symbol of their deity and vestments of their order STARTING TALENTS Clerics can choose any 3 starting Level 1 Talents that cost 10 or less. They may choose Cleric or Fighter Talents. > DEFEND AGAINST FEAR Strength and resolve is a bottomless cup from which we drink. LEVEL COST DESCRIPTION 1 10 Provides all allies within 10 feet radius a +1 bonus to Fear attacks for Mind Rounds. The Cleric gains Advantage when making personal Fear rolls. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. > HEALING LIGHT Your aches and pains vanish. LEVEL COST DESCRIPTION 1 10 Removes d4.4 Wounds from a single character upon touch. Wounds may be healed from one or more Attributes. 2 20 The number of Wounds healed increases to d6.6. 3 30 The number of Wounds healed increases to d8.8. They can now also be split and shared among characters within 10 feet radius. 4 40 The number of Wounds healed increases to d10.10. 5 50 The number of Wounds healed increases to d12.12. d6.6 d6.6 d6.6 d6.6 d6.6 d10.0 ACTIVE: SOUL Lasts Mind Rounds ACTIVE: SOUL Immediate d20.43d12.8d10.5d8.6d6.2d4.4
17 > HOLY BOLT The power of holy light hurts the wicked! LEVEL COST DESCRIPTION 1 10 A bolt of divine energy strikes a single target doing Mind Damage against Body. Undead take double Damage (gain an additional Damage die). Attacks are made using Soul versus Soul. 2 20 2 bolts of energy can be fired at 1 or more targets. 3 30 3 bolts of energy can be fired at 1 or more targets. > REFRESH ALLY The fatigue drains away instantly and you are renewed! LEVEL COST DESCRIPTION 1 10 Removes d4.4 Strain from a single character within 10 feet. 2 20 Removes d6.6 Strain from a single character within 20 feet. 3 30 Removes d8.8 Strain from a single character within 30 feet. > REMOVE CURSE Break the bond that holds another tight. LEVEL COST DESCRIPTION 1 30 Removes a cursed bond between a character and a cursed item > RESURRECTION As long as most of the body can be recovered, it can be returned to life. LEVEL COST DESCRIPTION 1 20 Allows the resurrection of any Dead character within 1 hour of Dying. They return with all Strain removed. If still Dead, remove 1 Wound from Body first, then other Attributes, until not Dead. 2 30 The time limit increases to 1 day. 3 40 The time limit increases to 1 week. 4 50 The time limit increases to 1 month. 5 60 The time limit increases to 1 year. > TURN UNDEAD The undead flee from my holy blessing! LEVEL COST DESCRIPTION 1 10 Can cause Fear in Undead with any maximum Attribute of d6.6. Every undead within view of Level ×10 feet is affected. 2 20 Can cause Fear in undead with any maximum Attribute of d8.8. 3 30 Can cause Fear in undead with any maximum Attribute of d10.10. ACTIVE: SOUL Immediate ACTIVE: SOUL Immediate ACTIVE: SOUL Permanent ACTIVE: SOUL Permanent ACTIVE: SOUL Permanent d6.6 d8.8 d20.12d12.5d10.10d8.1d6.3d4.2
18 ~ The Dwarf ~ BODY MIND SOUL SOCIAL d8.8 d6.6 d4.4 d6.6 ARMOR WEAPONS Any, including shields and helmets Any BONUSES Gain a +2 bonus when detecting the lay and slope of floors, walls, and ceilings. Gain +1 die step increase on Soul when defending against Soul-based attacks. STARTING GEAR 200 Coins Dwarven Clan Crest STARTING TALENTS Dwarves must start with Darkvision. Dwarves start with 2 other Level 1 Talents that cost 10 or less. They may choose Dwarf or Fighter Talents. > DARKVISION Dwarves can see up to 60 feet in the dark, ignoring any penalties. > SMITH OF ALL TRADES Dwarves can mend anything. Anything. Except that. That needs replacing. LEVEL COST DESCRIPTION 1 10 Repairing items recovers 2 Wear instead of only the normal 1. 2 20 Repairs now recover 3 Wear. 3 30 Repairs now recover 4 Wear. > STAND YOUR GROUND Dwarves do not back down, ever. Not even to other Dwarves. LEVEL COST DESCRIPTION 1 10 When staying engaged with the same foe for more than 2 Rounds, gain a +1 bonus to Armor while fighting that foe. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. d8.8 d6.6 dd4.4 d6.6 PASSIVE Natural Ability PASSIVE Permanent PASSIVE Lasts For Encounter d20.11d12.6143d10.8d8.3d6.4d4.1
19 ~ The Elf ~ BODY MIND SOUL SOCIAL d6.6 d6.6 d6.6 d6.6 ARMOR WEAPONS Any, including shields and helmets Must not be made of metal Any Must not be made of metal BONUSES +2 to rolls to detect Secret Doors. Needs only to meditate for one hour for a full day’s Rest. STARTING GEAR 200 Coins Nature Symbol STARTING TALENTS Elves must start with Elven Immunities and Low-Light Vision Elves may choose 1 other Level 1 Talent that costs 10 or less They may choose Elf, Fighter, or Magic User Talents > ELVEN IMMUNITIES Elves are immune to Ghoul Paralysis and magical sleep effects. However, metal feels like ice to them and they take an additional +1 Damage from all metal weapons, which also causes them ongoing d4.4 Damage if physically exposed to it. Their weapons and armor are made from non-metal materials. > LOW-LIGHT VISION Elves can see up to 60 feet in low-light, ignoring any penalty for it. > THE ELVEN WAY Elves are not of your world. Yet, we abide. LEVEL COST DESCRIPTION 1 10 Elves move more stealthily than others. Sneaking is at +1 die step higher. 2 20 The Elf gains Darkvision as well as Low-Light Vision. Elves with this do not suffer from the 50% blindness penalty in low light. 3 30 The Elf can now use metal weapons and armor and no longer takes the additional Damage from metal weapons. 4 40 When using Elven-crafted items, all Attribute rolls with the item are at +1 die step higher. 5 50 Cursed items no longer bind automatically to the Elf. d6.6 d6.6 d6.6 d6.6 PASSIVE Natural Ability PASSIVE Natural Ability PASSIVE Permanent d20.1d12.91d10.1d8.5d6.1d4.3
20 ~ The Fighter ~ BODY MIND SOUL SOCIAL d8.8 d6.6 d6.6 d4.4 ARMOR WEAPONS Any, including shields and helmets Any STARTING GEAR 200 Coins Warrior Symbol STARTING TALENTS Fighters can choose any 3 starting Level 1 Talents that cost 10 or less > AWARENESS Be in the moment and aware of your surroundings. LEVEL COST DESCRIPTION 1 10 Gain a +1 bonus when rolling for Surprise. Also gain Advantage. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. > BRAWLER These fists are full of fury. LEVEL COST DESCRIPTION 1 10 Do an additional +1 point of Strain on successful Unarmed Attacks. 2 20 The additional Strain bonus increases to +2. 3 30 The additional Strain bonus increases to +3. > DIRTY FIGHTER The only rule is that there are no rules! LEVEL COST DESCRIPTION 1 10 A successful melee attack to the target’s face using Body versus Body causes bleeding above the eyes. If successful, the target gains a -1 penalty for Visibility until the wound is dressed. 2 20 A vicious throat jab. Roll Body versus Body. Causes at least 1 Wound, even if Armor reduces Damage completely. The target is also Stunned from the attack. 3 30 A head-butt that knocks the target unconscious with a successful attack. Roll Body versus Body. Success indicates the target is knocked out. Characters wearing helmets have Advantage. d8.8 d6.6 d6.6 dd4.4 PASSIVE Permanent PASSIVE Permanent PASSIVE Immediate d20.343d12.10d10.2d8.6d6.3d4.4
21 > IMPROVED INITIATIVE Act before others do. LEVEL COST DESCRIPTION 1 10 Gain a +1 bonus when rolling Initiative. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. > MELEE SPECIALIST When I can smell their breath, I can kill them better. LEVEL COST DESCRIPTION 1 10 Attacks using melee weapons are at +1 bonus to Attack and Damage rolls. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. > POWER ATTACK With great power comes great damage. LEVEL COST DESCRIPTION 1 10 Roll 1 additional Damage die during melee Attacks. 2 20 Roll 2 additional Damage dice during melee Attacks. 3 30 Roll 3 additional Damage dice during melee Attacks. > RANGED SPECIALIST I only need to see the whites of their eyes. LEVEL COST DESCRIPTION 1 10 Attacks using ranged weapons are at +1 bonus to Attack and Damage rolls. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. PASSIVE Permanent PASSIVE Permanent ACTIVE: Body Lasts 1 Encounter PASSIVE Permanent d20.17d12.1d10.9d8.4d6.2d4.1
22 > SHOUT I can’t hear you over the sound of how stunning I am. LEVEL COST DESCRIPTION 1 10 Yell at a target and stun them. Roll Social versus target’s Mind. If the result is higher, they are Stunned. 2 20 Stun up to 2 targets standing within 5 feet of each other. Roll Mind for each target against a single rolled Social. 3 30 Stun up to 3 targets standing within 10 feet of each other. Roll Mind for each target against a single rolled Social. > SKIRMISHER The more of them there are, the more fun it is. LEVEL COST DESCRIPTION 1 10 Melee Attack 1 additional target per Round within 10 feet that has a lower Body without invoking the Multiple Actions rule. 2 20 The number of additional targets increases to 2. 3 30 The number of additional targets increases to 3. > TEAMWORK Double the trouble, twice the slice. LEVEL COST DESCRIPTION 1 10 When working with another character that has this Talent, both gain an additional +1 bonus to Attacks when attacking the same foe. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. > TWO-WEAPON FIGHTER Double the trouble, twice the slice. LEVEL COST DESCRIPTION 1 10 The penalty for Multiple Actions for Dual-Wielding no longer applies. 2 20 Gain a Damage bonus of +1 when making Dual-Wield attacks. 3 30 Advantage is never lost while Dual-Wielding. 4 40 The penalty for attacking different targets no longer applies. ACTIVE: Body Lasts 1 Round PASSIVE Permanent PASSIVE Permanent PASSIVE Permanent d20.11d12.2d10.10d8.7d6.4d4.2
23 ~ The Halfling ~ BODY MIND SOUL SOCIAL d4.4 dd4.4 d6.6 d6.6 ARMOR WEAPONS Any, including shields and helmets No Advantage ever when wearing Medium or Heavy Any that are not heavy or large BONUSES Roll Soul each day. Gain this number of free dice rolls per day without paying Brownie Points. Each Halfling in a party grants an additional +1 bonus to other Halfling Attack rolls. Social is at +1 die step higher for all interactions with other Halflings. When Sneaking, gain Advantage. STARTING GEAR 200 Coins and a Memento from home STARTING TALENTS Halflings must start with Low-Light Vision Halflings may choose 2 other starting Level 1 Talents that cost 10 or less They may choose Halfling or Rogue Talents > FEARLESS I will not fear. Fear is the mind-killer. Fear should be on my side. LEVEL COST DESCRIPTION 1 10 Gains a +1 bonus to all Fear attacks. 2 20 The bonus is now +2. 3 30 The bonus is now +3. > HALFLING SPECIALIST The bigger they are, the harder they fall. LEVEL COST DESCRIPTION 1 10 Gain a +1 bonus to Attack and Damage when confronting a target larger than the character. 2 20 Gain a +2 bonus when climbing or performing acrobatics. 3 30 Halfling-crafted weapons increase their Damage die one step. 4 40 Halflings can now also choose Fighter Talents. > LOW-LIGHT VISION Halflings can see up to 60 feet in low-light, ignoring any penalty for it. dd4.4 dd4.4 d6.6 d6.6 PASSIVE Permanent PASSIVE Permanent PASSIVE Permanent d20.5d12.11d10.2d8.8d6.6d4.3
24 ~ The Magic User ~ BODY MIND SOUL SOCIAL d4.4 d6.6 dd8.8 d4.4 ARMOR WEAPONS Basic and any magical, helmets and shields Any that are not heavy or large BONUSES Can read and write the language of magic. Talents are cast as magical spells, powered by mystical forces. STARTING GEAR 200 Coins Spellbook for collecting Talents as spells STARTING TALENTS Magic Users can choose any 3 starting Level 1 Talents that cost 10 or less > DETECT MAGIC I am sensitive to the forces of magic. Let me tell you what I sense. LEVEL COST DESCRIPTION 1 10 Can detect the presence of magic within Mind d-value×10 feet. This lasts for Mind Rounds. Can only detect if it is magic and either active or passive. Cannot detect if an item is cursed or not. 2 20 Now can discern the general type of magic, such as whether it is a magic user or an item (and the general type of item) 3 30 Can gain vague details about the general abilities of a magic user (such as power level) or the abilities of a magic item (such as providing bonuses, having embedded spells, or being intelligent items). 4 40 Can now detect Cursed items without touching them within 100 feet. > FAMILIAR Sometimes the closest allies are the smallest. LEVEL COST DESCRIPTION 1 10 Gain a small spirit familiar animal with Attributes of d4.4. Both the character and the familiar share senses and can communicate mentally. Other Talents may be cast through the familiar. Wounds may be transferred to the familiar instead of the character when received. Familiar Wounds heal 1 per day. Familiars do not suffer Strain. If the familiar dies, the Magic User suffers Mind Damage against their Body. 2 20 The familiar now has Attributes of d6.6. 3 30 The familiar now has Attributes of d8.8. dd4.4 d6.6 d8.8 dd4.4 ACTIVE: Soul Lasts 1 Round ACTIVE: Soul Permanent d6.6 d20.9d12.7d10.3d8.6d6.5d4.1
25 > INVISIBILITY Now you don’t see me. LEVEL COST DESCRIPTION 1 10 Can personally turn invisible for d4.4 Rounds. Attacking breaks the spell. 2 20 Invisibility now lasts d6.6 Rounds. 3 30 Invisibility now lasts d8.8 Rounds, and can affect others. > LIGHT SPRITE I attack the darkness! LEVEL COST DESCRIPTION 1 5 A small incorporeal sprite of light stays nearby within 1 foot of the Magic User, illuminating up to a 20 feet radius for one hour. 2 10 The duration of the light doubles to 2 hours and can now be controlled to move up to 100 feet away with the power of the mind. 3 20 The duration of the light is now up to 6 hours. The light can be attached to an item (magic or non-magic) if desired. 4 30 The duration of the light lasts for up to 1 day, if desired. 5 40 The duration of the light is now permanent when invoked. > LIGHTNING BOLT Lightning bolt. Lightning bolt. Lightning bolt. LEVEL COST DESCRIPTION 1 10 A bolt of elemental lightning strikes the a target doing Mind Damage against Body. Attacks are made using Soul versus Soul. 2 20 2 bolts of energy can be fired at 1 or more targets. 3 30 3 bolts of energy can be fired at 1 or more targets. 4 40 4 bolts of energy can be fired at 1 or more targets. > MAGIC ARMOR My powers will shield me from attack! LEVEL COST DESCRIPTION 1 10 A magic shield surrounds the magic user, providing d6.6 Armor for any Attribute the Magic User wishes. It lasts Mind Rounds, and multiple invokings can overlap. 2 20 The Armor increases to dd8.8. It can be cast on other targets now. Multiples of this Talent can be invoked, one per Attribute. 3 30 The Armor increases to d10.10. It can be cast as a 10 foot sphere now. 4 40 The Armor increases to d12.12. ACTIVE: Soul Variable Rounds ACTIVE: Soul Variable Rounds ACTIVE: Soul Immediate ACTIVE: Soul Variable Rounds d6.6 d12.12 d8.8 d20.17d12.8.5d10.4d8.2d6.6d4.4
26 > SLEEP Those of a weak mind can easily be overcome. LEVEL COST DESCRIPTION 1 10 All targets within 30 feet with Mind of dd4.4 must roll against this character’s single Mind roll or instantly fall unconscious. If successful, immune to the further uses of the Talent against them. 2 20 Targets of Mind d6.6 are now affected. 3 30 Targets of Mind d8.8 are now affected. 4 40 Targets of Mind dd10.10 are now affected. > SPEED Faster than a speeding bulette! LEVEL COST DESCRIPTION 1 20 The target of this Talent can now perform +1 additional action per Round without incurring the Multiple Actions penalty. This lasts for Mind Rounds. This stacks with other effects. 2 30 The number of additional actions is raised to +2. 3 40 The number of additional actions is raised to +3. > SUMMON MONSTER [Insert name here], I choose you! LEVEL COST DESCRIPTION 1 10 A single Monster with maximum Attributes of dd4.4 is summoned to do the bidding of the summoner, remaining for Mind hours before returning where it came from. Any command to put itself into harm’s way requires a Mind versus Mind roll. Sentient Monsters may attempt to persuade the summoner to let them go. The summoned creature can be sent away at any time. 2 20 The maximum Attribute increases to d6.6. 3 30 The maximum Attribute increases to d8.8. 4 40 The maximum Attribute increases to dd10.10. 5 50 The maximum Attribute increases do dd12.12. 6 90 The maximum Attribute increases to dd20.20. ACTIVE: Soul Temporary (until awoken) d6.6 d10.0 ACTIVE: Soul Variable Rounds ACTIVE: Soul Variable Hours d6.6 d10.0 d20.20 d20.12d12.4d10.7d8.3d6.1d4.3
27 ~ The Rogue ~ BODY MIND SOUL SOCIAL d6.6 d6.6 d6.6 d6.6 ARMOR WEAPONS Any, including shields and helmets No Advantage ever when wearing Medium or Heavy Any BONUSES Has Advantage when using lockpicks. Speaks Thieves Cant and reads/writes Thieves Marks. STARTING GEAR 200 Coins Lockpicks and Guild Symbol STARTING TALENTS Rogues can choose any 3 starting Level 1 Talents that cost 10 or less Rogues can choose from Rogue or Fighter Talents > ACROBAT It’s not the fall that breaks you, but the rapid impact at the end. LEVEL COST DESCRIPTION 1 10 Ignore the first 10 feet of Damage from any fall. 2 20 Gain Advantage when leaping, climbing, jumping, or tumbling. 3 30 Attacks using acrobatics provide Advantage against targets. > APPRAISE This happens to be worth ... LEVEL COST DESCRIPTION 1 10 Able to tell the approximate value of any non-magical Gear. 2 20 Able to tell the approximate value of any gem or piece of jewelry. 3 30 Able to tell the approximate value of magical items. > COMBAT DODGE You can’t hit what isn’t there! LEVEL COST DESCRIPTION 1 10 Provides a +1 bonus to all defensive Body rolls. 2 20 The bonus increases to +2. 3 30 The bonus increases to +3. d6.6 d6.6 d6.6 d6.6 PASSIVE Permanent PASSIVE Permanent PASSIVE Permanent d20.25d12.10d10.8d8.5d6.4d4.2
28 > FAST TALK You don’t need to see his identification. LEVEL COST DESCRIPTION 1 10 Gain Advantage over characters with Mind of d6.6 or lower when trying to convince them of something by using fast talking. 2 20 Characters of Mind of dd8.8 or lower are now affected. 3 30 Characters of Mind of dd10.10 or lower are now affected. > SNEAK ATTACK I’ll just slide this ... right here... LEVEL COST DESCRIPTION 1 10 When using weapons smaller than large, roll +1 additional Damage die when successfully making a melee attack on a target without being noticed first. Also gain Advantage on the attack. 2 20 Roll two additional bonus Damage dice. 3 30 Roll three additional bonus Damage dice. > TRADER I have something that you may want. LEVEL COST DESCRIPTION 1 10 Able to find the traders in a settlement to sell Gear and Loot. 2 20 Able to find the best trader in a settlement straight away. 10% discount on all purchases for self and party members. 3 30 Able to find a fence (if available) in a settlement to buy and sell questionable items from. > TRAP MASTERY The best traps are those that don’t look like traps. LEVEL COST DESCRIPTION 1 10 Gain Advantage when checking for traps. 2 20 Gain Advantage when setting or disarming non-magical traps. 3 30 If a trap goes off, on a successful Body roll, the character is able to roll Body as Armor against any Damage that may be received. PASSIVE Permanent PASSIVE Permanent PASSIVE Permanent PASSIVE Permanent d8.8 dd20.20d12.5d10.6d8.2d6.3dd4.1
29 Gear and Loot > COINS The standard monetary unit is an abstraction based on gold coins called the Coin. Coins are broken down further into tenths and hundredths using decimal notation. This can be used to represent silver and copper coins respectively if the Judge wishes. > STARTING GEAR Starting characters start with 200 Coins each, which they can use to buy equipment. They should also start with any items that are tied to their Schtick for free. To simplify starting character Gear, instead of each character starting adventuring with 200 Coins, a Judge can allow simply start them with the following: ◊ A melee weapon and ranged weapon of their choice (as their Class allows) ◊ Any armor of choice allowable by class, along with a helmet and shield if they wish. ◊ Any other simple adventuring gear that most adventurers may start with ◊ Any personal items that the character may start with tied to their Schtick ◊ 20 Coins d20.6d12.11.5d10.5d8.7d6.1d4.3
30 > CONSUMABLES AND USES Some Gear is consumable and can become used up. Some items are one-use items and others have a Use die; the higher this die, the longer it can be used before being used up. To check for Use, roll two dice of the same type when the item is used or for each hour of continued use. If both dice show the same face value (doubles), then the consumable is used up. Until this happens, it can be used as many times as desired. Single use items have a Use of 1 rather than an attached die. > GEAR WEAR Most adventuring items tend to be very durable, but degrade over time and use, and can break. If an item is used in a way that damages it, such as being dropped, or a magical weapon striking a non-magical piece of Gear, its Wear may be affected. Some items have a Wear die, which gives them a Wear value, which is like Wounds for that item; the higher the Wear die, the stronger the item. When an item takes damage that affects its utility, roll its Wear die. Rolling higher than its current Wear value means it takes an additional point of Wear, while rolling lower means the item breaks. Each point of Wear also reduces an item’s usability by a -1 penalty on all rolls with it, until repaired. If an item’s Wear value goes over its Wear die d-value, it breaks. Most items can gain 2 points of Wear before needing to make Wear checks. > GEAR QUALITY Most Gear varies in how well made it is. Quality Gear is gear that is so well made that it actually makes it easier to use for those using it. Any time a Quality piece of Gear is used by a character, they get Advantage. Conversely, when characters find themselves encountering Quality items, those items get Advantage. Two Quality items working against each other both roll Advantage. Weapons, armor, locks, traps, tools, and many other items can be Quality. The Use and Wear for Quality items are always +1 die step higher, to a maximum of d12.12. Quality items are typically at least ×10 the price of normal items. > REPAIRING GEAR Most items can be repaired, which costs time and money. Repairing an item in the field is done by rolling Body against the Wear value of the item. As long as the result is higher, the item gets repaired and recovers 1 point of Wear per hour of repair. Some Gear or Talents may provide additional bonuses to repairing items. > MAGIC ITEMS Magic items are those created in supernatural ways, including magic and the power of the divine. They can only be damaged by other magic items and do magical Damage, hurting Monsters that are not affected by mundane weapons. Magic weapons or armor may include a bonus, such as “+1” or higher, which is applied to all Attack and Damage die results. Normal physical (such as a strike or blast) or elemental effects (such as fire or electricity) cannot damage magic items or affect their Wear, but magically created ones can. Magical items can only be made through magic means. Some magic items are designed to affect specific Attributes, or can only be used by certain Classes or even individuals. New potions and scrolls can be created by any character that has a Soul of d10.10 or above. They can embed any Soul-based Talent they know into a potion or a scroll. Magic items are typically ×100 the cost of a normal item of the same type unless it is a unique item, which is usually priceless, and highly prized. d20.7d12.12d10.1d8.4d6.2d4.1
31 > CURSED ITEMS Some items, both magic and non-magic, may be cursed, which means that they come with drawbacks or negative effects as well as being bound to the wielder of the item. This can be as simple as the item being unreliable, working only in certain circumstances, having the opposite effect as expected, compelling certain actions, having random activations, or some effect when being used. They can sometimes offer benefits with massive drawbacks, making using the item a calculated choice. Each Cursed item is unique and binds itself to anyone who attempts to use it, creating a deep soul-based bond that the user feels compelled never to sever — they will always feel compelled to keep and use it above all others of its type. Cursed item bonds can be removed by certain Talents, but Cursed items will still remain cursed, ready to bind to some other unlucky soul. The only way to destroy the curse is to destroy the item itself. > GEAR LISTS The Gear listed here is a sample of possible available Gear. ARMOR TYPE ARMOR (Body) WEAR WEIGHT (lbs) COINS CHAIN Medium d8.8 d10.10 30 50 FUR Basic d4.4 d4.4 15 10 HIDE Light d6.6 d6.6 20 20 LEATHER Light d6.6 d8.8 15 30 PADDED Basic d4.4 d4.4 15 2 PLATE Heavy d10.10 d12.12 60 100 WOOL Light d4.4 d4.4 10 5 SHIELD — +1 die step As worn armor 5 10 HELMET — +1 die step As worn armor 2 10 Armor WEAPON TYPE DAMAGE RANGE WEAR WEIGHT COINS HEAVY CROSSBOW 2H Heavy d8.8 75 d8.8 8 40 JAVELIN or THROWING SPEAR T Light d6.6 20 d4.4 2 1 LIGHT CROSSBOW 2H Light d6.6 50 d6.6 4 20 LARGE BOW 2H Heavy d8.8 75 d8.8 3 50 SMALL BOW 2H Light d6.6 50 d6.6 2 25 SLING Basic d4.4 25 d4.4 0.5 2 THROWING KNIFE T Basic d4.4 30 d6.6 0.25 5 THROWING AXE T Light d6.6 20 d6.6 1 3 Ranged Weapons d6.6 d8.8 d10.0 d12.12 d4.4 d4.4 d6.6 d4.4 d4.4 d8.8 d8.8 d4.4 d6.6 d6.6 d20.16.65d12.2d10.10d8.1d6.6d4.2
32 WEAPON USE WEIGHT COINS ARROWS (20) d8.8 2 20 CROSSBOW BOLTS (20) d8.8 2 20 SLING STONES (20) d10.10 2 2 Ammunition WEAPON SIZE DAMAGE WEAR WEIGHT COINS CLUB B Small d6.6 d6.6 3 1 DAGGER or KNIFE T Basic d4.4 d8.8 0.25 2 FLAIL or MACE B Small d6.6 d8.8 4 3 HEAVY FLAIL or MACE 2H B Heavy d8.8 d8.8 8 8 HEAVY PICK 2H Heavy d8.8 d8.8 8 10 HUGE AXE 2H Huge d10.10 d10.10 10 15 HUGE HAMMER 2H B Huge d10.10 d10.10 15 10 HUGE SWORD 2H Huge d10.10 d10.10 13 20 LARGE AXE Large d8.8 d8.8 10 8 LARGE HAMMER Large d8.8 d8.8 5 7 LARGE SWORD Large d8.8 d8.8 8 10 PICK Small d6.6 d8.8 3 5 POLEARM 2H Large d8.8 d8.8 15 10 SMALL AXE T Small d6.6 d8.8 3 2 SMALL HAMMER T Small d6.6 d8.8 2 3 SMALL SWORD Small d6.6 d8.8 3 3 STAFF 2H B Light d6.6 d6.6 8 3 Melee Weapons 2H Two Handed Weapon B Blunt weapon T Can be thrown WEAPON USE WEAR WEIGHT COINS QUIVER (arrows or bolts) — d8.8 1 20 SLING BAG — d12.12 0.25 1 SCABBARD (belt) — d10.10 0.5 1 SCABBARD (back) — d10.10 0.5 5 Ammunition Carrying Supplies d8.8 d10.0 d12.12 d4.4 d8.8 d10.0 d10.0 d10.0 d8.8 d8.8 d6.6 d8.8 d8.8 d8.8 d6.6 d8.8 d10.0 d8.8 d6.6 d20.18d12.3d10.9d8.44d6.1d4.3
33 ITEM USE WEAR WEIGHT COINS BACKPACK — d12.12 2 3 BLOCK AND TACKLE d20.20 d20.20 5 5 CANDLES (10) d6.6 d6.6 — 1 FLASK (empty, holds 1 gallon) d6.6 d6.6 1 0.5 FLASK OF OIL (1 gallon) B 1 d4.44 7 2 FLINT AND STEEL — — — 2 GARLIC CLOVES d6.6 d4.4 — 5 GRAPPLING HOOK — d12.12 3 5 HOLY SYMBOL — d8.8 — 1 HOLY WATER B 1 d4.4 0.5 25 HORSE (see Monster listing) — — — 75 INK VIAL (1 ounce) d10.10 d4.4 0.25 10 IRON SPIKE — d10.10 5 1 LARGE SACK (10) d8.8 d12.12 0.75 each 2 LANTERN d6.6 dd8.8 3 10 LOCK AND KEY — d10.10 1 15 LOCKPICKS d10.10 d10.10 1 30 MANACLES — d10.10 2 20 PAPER SHEETS (10) — d4.4 — 4 PARCHMENT SHEETS (10) — d8.8 — 2 QUILL PEN — d4.4 — 0.5 RATIONS — d4.4 1 1 ROPE (50 foot) — d8.8 10 1 SHOVEL — d10.10 7 1 SMALL STEEL MIRROR — d8.8 0.5 5 SMALL SACKS (10) — d12.12 0.5 each 1 TEN FOOT POLE — d6.6 6 1 TORCHES d4.4 d4.4 1 1 SMALL VIAL — d4.4 0.1 1 WATERSKIN/WINESKIN — d6.6 4 1 WOODEN STAKES (10) — d8.8 1 0.25 Adventuring Supplies B Designed to be Breakable d8.8 d6.6 d10.0 d12.12 d4.4 d6.6 d20.20 d20.20 d4.4 d12.12 d10.0 d10.0 d8.8 d4.4 d10.0 d12.12 d4.4 d4.4 d6.6 d20.1d12.9.65d10.4d8.7d6.2d4.4
34 ITEM USE WEAR WEIGHT COINS BAG OF HOLDING Hold an almost infinite amount of stuff inside it — d6.6 4 ? BOOTS OF SPEED Move at twice normal Movement and allows one additional action per Round without invoking the Multiple Actions rule. — d6.6 2 ? CLOAK OF INVISIBILITY As the Magic User Talent. Lasts Mind of wearer Rounds. 1 hour between uses. — d6.6 2 ? ELVEN BOOTS Gain 100% Concealment (sound) when worn. — d10.10 2 ? INTELLIGENT WEAPON +1 weapon. Has personality and attitude — d10.10 2 ? POTION OF CLIMBING All climbing is at d20.20 for Mind Rounds 1 d4.4 0.5 300 POTION OF HEALING Heals d6.6 Wounds on drinking . 1 d4.4 0.5 100 POTION OF REFRESHING Removes d4.4 Strain on drinking. 1 d4.4 0.5 100 POTION OF SPEED Allows moving at twice normal Movement for Mind Rounds and allows one additional action per Round without invoking the Multiple Actions rule. 1 d4.4 0.5 500 POTION OF UNDEAD CONTROL Allows Mind undead of up to drinker’s maximum Mind to be controlled for Mind Rounds. 1 d4.4 0.5 300 SPELL SCROLL Contains one or more Cleric or Magic User Talents in written form for anyone to use. 1 per spell d4.4 0.25 ? STAFF OF MAGIC +1 magic weapon. Also allows Magic User to ignore 2 Strain per day from using Talents. — d8.8 8 ? RING OF ANIMAL CONTROL Control one large animal or Mind smaller animals as long as concentration is maintained. — d10.10 — ? RING OF ELEMENTAL RESISTANCE Provides protection against a particular element (fire, cold, electricity etc.). No Damage taken. — d10.10 — ? RING OF PROTECTION Provides +1 Armor to Body Attacks. — d10.10 — ? RING OF WATER BREATHING Allows breathing underwater for 1 hour. — d10.10 — ? WAND OF DETECTION Detects one thing (set at creation) (secret doors, traps, magic, metal etc). d4.4 d6.6 2 ? WAND OF LIGHTNING BOLTS As the Magic User Talent. d4.4 Damage. d4.4 d6.6 2 ? Sample Magic Items d8.8 d6.6 d10.0 d4.4 d4.4 d4.4 d10.0 d10.0 d4.4 d6.6 d20.20 d4.4 d4.4 dd20.4d12.7d10.2d8.2d6.4d4.2
35 > LOOT GENERATOR Loot is defined as any special treasure that can be discovered or found, either on Monsters or in locations. The following table can be used to help generate Loot items in rough categories. Specifics are left up to the Judge. The Judge is free to pick from the table rather than roll if desired. Multiple rolls may occur, allowing the stockpiling of different types of items, which effectively makes a small hoard. For Monster lairs, roll the die listed in the Monster entry on the Monster tables one or more times to develop the hoard that is there (if any). For Boss Monsters, roll the die for the type of Boss Monster encountered before the encounter begins to find out what Loot they are equipped with. ROLL LOOT 1 Coins equal to the Loot roll d-value ×10 in value 2 Gems or jewelry worth the Loot roll d-value ×100 in Coins 3 A Quality weapon, piece of armor, or piece of Gear 4 A potion or scroll 5 A weak magical weapon or piece of armor 6 A common magical item (non-weapon/armor) 7 A moderate magical weapon or piece of armor 8 An uncommon magical item (non-weapon/armor) 9 A rare and powerful magical item 10 A unique and powerful magic item 11 Roll again ×2 12 Roll again ×3 Loot Generator > BUYING AND SELLING LOOT AND GEAR There are a number of traders in settlements that may buy and sell items of interest to adventurers. Some may have limited inventory and discretionary funds. Many will be interested in Loot found in dungeons, but may not be able to afford to buy it and will try to cut deals or offer trades of items of like value. For magical and powerful Loot, it’s a seller’s market, but it’s also difficult to find a buyer at times. Other adventurers may be interested in special Loot that has been acquired. Buying and selling items uses Social rolls if there is any haggling or negotiating on pricing or items to be included. Exact details are left to the Judge on how to handle this, but most often it will be Social versus Social with some Advantage or modifiers for Talents or circumstances. d20.13d12.6d10.1d8.8d6.3d4.2
36 Monsters A Monster is defined as any non-player creature that is a potential adversary for the player characters. Not all Monsters are actually monstrous, but most are. > MONSTER ATTRIBUTES Not every Monster has a value for each Attribute. Missing Attributes indicate they cannot be affected using attacks or Talents that use that Attribute. > MONSTER SCHTICKS AND QUOTES Although not listed in the tables in this chapter, Monsters may have Schticks and Quotes to help personalize them and make them unique. This is especially true for Boss Monsters and Judges are encouraged to use these to help create interesting characters and creatures. Schticks and Quotes can also be used to create false or misunderstood impressions, which can lead to interesting encounters. Not every Monster needs these, but having some stock Quotes for certain Monsters, such as battle cries or alarm words, helps Judges define the setting for players. d20.19d12.1.165d10.8d8.3d6.5d4.4
37 > MONSTER ENCOUNTERS Monsters can be found anywhere, not only in dungeons, but outside them near the entrances, in overland areas, and in settlements. The following guidelines can help Judges with preparing Monsters for adventurers to encounter: ◊ It’s absolutely okay for Monsters to be more powerful or more numerous than the adventurers and their party. Sometimes running away from combat is the order of the day. The game world is not always in balance, not should it be. ◊ As a general rule, the maximum d-value of any Monster Attribute indicates roughly what levels of a dungeon a Monster should be encountered in. They may be encountered at any level up to that, but tend to cluster between the midpoint and the maximum d-value. ◊ The typical Classes can be encountered individually or as groups (mixed or not) and can be used as Monsters for encounters. Their Loot varies. ◊ The most typical Monsters have been presented on tables on the following pages in condensed format. These are just guidelines, as Monsters encountered may be of larger sizes or even Boss Monsters. The Judge should tweak these as needed to make the most fun encounters for the players. ◊ No two encounters should be alike, and encounters should not be static. Even if the adventurers aren’t looking to get into trouble, it might very well find them. This is especially true if the adventurers are where they are not supposed to be, or have done something to upset the ecology of a dungeon or wilderness area. There are always consequences, good or bad, for adventuring. ◊ Monsters should be played as unique, living, breathing creatures that want not only to survive but thrive. This means that not only will they be wily, but they’ll also be smart and attempt to run away, strike bargains, or even surrender if it means they don’t get killed. They may also be friendly and helpful too. > WANDERING MONSTERS During exploration, it is possible that certain Monsters may be freely encountered. This is determined by rolling two dice of the same type. If the same face value appears then a Wandering Monster has appeared. Dice with fewer faces increase the chance of encounters, while dice with larger faces decrease the chance of encounters. DIE CIRCUMSTANCES d4.4 Making lots of noise, lots of Monsters in area d6.6 Normal chance of encountering Monsters dd8.8 Sneaking successfully or less Monsters in area d10.10 Sparse Monster population in area d12.12 Very sparse Monster population in area Wandering Monsters d10.0 d6.6 d20.8.1965 d1.6d8.5 d4.1
38 MONSTER SIZE BODY MIND SOUL SOCIAL ATTACKS ARMOR TALENTS LOOT BANDIT Medium d6.6 d4.4 d4.4 d4.4 Any melee or ranged Any — d4.4 BUGBEAR Large d6.6 d6.6 d4.4 d4.4 Any melee or ranged Any — d4.4 BULETTE Large d8.8 d4.4 d4.4 d4.4 Bite d8.8 d8.8 Vibration Sense — DRAGON Young Adult Ancient Medium Huge Enormous d6.6 d12.12 d20.20 d6.6 d12.12 d20.20 d6.6 d12.12 d20.20 d6.6 d12.12 d20.20 Claws ×2 Bite Breath Attack (Body) d8.8 d12.12 d20.20 Darkvision, Flight d6.6 d8.8 ×2, d10.10 d12.12, d10.10 ×3 DARK DWARF Medium d6.6 d6.6 d6.6 d6.6 Weapons and Magic User Talents Any Darkvision Magic User Talents d6.6 DARK ELF Medium d8.8 d6.6 d6.6 d6.6 Any melee or ranged Any Magic User Talents d8.8 DEMON Lesser Greater Medium Large d6.6 d8.8 d6.6 d8.8 d6.6 d8.8 d8.8 d10.10 Claws Horns Weapons d6.6 d8.8 Non-Mundane Any d6.6 d8.8 ELEMENTAL Large d8.8 d4.4 d4.4 d4.4 Elemental attack d6.6 d10.10 Elemental, Tough — EYE HORROR Large d10.10 d8.8 d8.8 — 13 eyes with different elemental or other Talent-based attacks d8.8 Eyes use elemental as well as Magic User/ Cleric Talent attacks d8.8 GELATINOUS CUBE Large d4.4 d4.4 d4.4 — Acid d4.4 d8.8 Tough d6.6 GIANT ANT Medium d4.4 d4.4 d4.4 — Bite d4.4 dd6.6 Poisonous — GIANT CENTIPEDE Small d4.4 d4.4 d4.4 — Bite d6.6 d4.4 Poisonous — GIANT FROG Medium d4.4 d4.4 d4.4 Tongue d4.4 Range 10 d4.4 — — GIANT RAT Small d4.4 d4.4 d4.4 — Bite d4.4 d4.4 Diseased ( d4.4 hourly) — GIANT SNAKE Large d6.6 d6.6 d4.4 — Bite d6.6 Swallow or Crush d6.6 d6.6 — d6.6 GIANT SPIDER Medium d6.6 d4.4 d4.4 — Bite d6.6 d6.6 Poisonous, Webbing d6.6 Range 20 d4.4 GHOST Varies — d4.4 d4.4 — Fear attack (Mind) — Invisible, Incorporeal — GHOUL Medium d8.8 d6.6 d6.6 — Claw or Bite d8.8 d6.6 Paralysis d4.4 — d8.8 d10.0 d12.12 d6.6 d10.0 d8.8 d6.6 d4.4 d6.6 d4.4 d8.8 d12.12 d20.20 d10.0 d8.8 d4.4 d4.4 d6.6 d6.6 d4.4 d6.6 d6.6 d4.4 d6.6 d8.8 d4.4 d8.8 d8.8 d12.12 d20.20 d6.6 d4.4 d6.6 d4.4 d6.6 d4.4 d6.6 d12.12 d20.20 d4.4 d6.6 d6.6 d12.12 d20.20 d6.6 d6.6 d12.12 d20.20 d4.4 d4.4 d4.4 d4.4 d6.6 d4.4 d4.4 d4.4 d4.4 d6.6 d4.4 d4.4 d4.4 d6.6 d8.8 d6.6 d20.10 d10.5d8.1 1d4.4
39 MONSTER SIZE BODY MIND SOUL SOCIAL ATTACKS ARMOR TALENTS LOOT GIANT Giant d12.12 d6.6 d6.6 d6.6 Any melee or ranged Any Tough d6.6 GNOLL Medium d6.6 d6.6 d6.6 d6.6 Any melee or ranged Any — d4.4 GOBLIN Medium d4.4 d4.4 d4.4 d4.4 Any melee or ranged Any Low-light Vision d4.4 HORSE Medium d8.8 d4.4 d4.4 — Kick d6.6 — — — HOBGOBLIN Medium d8.8 d6.6 d6.6 d6.6 Any melee or ranged Any Darkvision d6.6 KOBOLD Small d4.4 d4.4 d4.4 d4.4 Any melee or ranged Any Darkvisions d4.4 MIMIC Medium d6.6 d4.4 d4.4 — Bite d6.6 d6.6 Shapechanger d6.6 MINOTAUR Medium d8.8 d6.6 d6.6 d4.4 Any melee or ranged Any — d6.6 OGRE Large d10.10 d4.4 d4.4 d4.4 Any melee or ranged d6.6 Tough d6.6 ORC Medium d6.6 d6.6 d6.6 d6.6 Any melee or ranged Any Low-light Vision d4.4 OWLBEAR Large d8.8 d6.6 d4.4 — Bite d8.8 Claw d6.6 Any — — RUST MONSTER Large d6.6 d4.4 d4.4 - Bite d6.6 d6.6 Acid bite causes Wounds as Wear to metal items — SKELETON Medium d6.6 d4.4 d4.4 — Any melee or ranged Any Undead d4.4 TROGLODYTE Medium d6.6 d6.6 d6.6 d4.4 Any melee or ranged d6.6 Darkvision d4.4 TROLL Huge d10.10 d4.4 d4.4 d4.4 Any melee, slings d12.12 Regeneration d6.6 d4.4 VAMPIRE Medium d10.10 d8.8 d8.8 d8.8 Fear Attack Bite d10.10 Claw d10.10 d10.10 Conversion Non-Mundane Shapechanger Undead d8.8 WIGHT Medium d8.8 d8.8 d8.8 — Fear Attack Claw d8.8 Talents — Non-Mundane Magic User Talents Undead d8.8 WOLF Small d6.6 d4.4 d4.4 d6.6 Bite d6.6 — Enhanced Smell — WRAITH Medium d6.6 d6.6 d6.6 — Fear attack Claw d6.6 Non-Mundane Undead d6.6 ZOMBIE Medium d6.6 d4.4 d4.4 — Claw or Bite d6.6 Any Undead — d6.6 d8.8 d4.4 d8.8 d6.6 d6.6 d6.6 d10.0 d6.6 d6.6 d6.6 d4.4 d4.4 d6.6 d6.6 d4.4 d6.6 d8.8 d4.4 d4.4 d6.6 d4.4 d4.4 d6.6 d6.6 d4.4 d6.6 d8.8 d4.4 d4.4 d6.6 d4.4 d4.4 d6.6 d6.6 d4.4 d4.4 d8.8 d6.6 d4.4 d6.6 d6.6 d10.0 d10.0 d6.6 d10.0 d6.6 d6.6 d6.6 d4.4 d4.4 d6.6 d4.4 d4.4 d8.8 d20.14 d10.7d8.4 d4.3
40 > BOSS MONSTERS Some Monsters are extra tough and more powerful than the normal versions. These Boss Monsters can use Brownie Points and start with an initial base amount, have higher Attributes than their brethren, may have additional Talents (including drawn from character Classes), and may have special Gear or Loot at the Judge’s discretion. Boss Monsters are also typically larger and/or more powerful-looking that non-Boss Monsters. They can be one or more sizes larger too, which affects their Damage and their Armor, as they get larger and larger. Boss Monsters may be carrying additional Loot, which may include special items. Judges should roll on the Loot table in the Gear and Loot chapter to see it is, unless there is a specific item that the Judge wishes for the Boss Monster to have. TYPE ATTRIBUTES SIZE BROWNIE PTS LOOT MAJOR +1 die step No change 5 roll extra d4.4 ELITE +2 die steps +1 size 10 roll extra d6.6 CHAMPION +3 die steps +2 size 15 roll extra d8.8 Boss Monsters > MONSTER SIZE Monsters come in all different shapes and sizes. Their size places restrictions on the maximum value that they may have in Body, and may provide some Damage and Armor bonuses. This is an effect of their size and stacks to any other Damage or Armor that they may have, natural or otherwise. The first additional die step that takes Damage and Armor beyond a d20.20 turns into a d4.4, which is rolled in addition to the d20.20, with both results being totalled. This means a d20.20 with an additional +2 die steps is actually rolled as a d20.20 + d6.6, with the result of the roll being the sum of both rolled dice. Weapons crafted for larger Monsters raises the Damage die type according to the size of the creature wielding it. These can only be used by Monsters of that size or larger. SIZE HEIGHT RANGE DAMAGE/ARMOR BODY MAX SMALL 0-4 ft No change d8.8 MEDIUM 4-8 ft No change dd12.12 LARGE 8-12 ft No change dd12.12 HUGE 12-24 ft +1 die step dd20.20 GIANT 24-48 ft +2 die steps dd20.20 ENORMOUS 48 ft+ +3 die steps dd20.20s Monster Sizes d6.6 d20.20 d12.12 d20.20 d20.8.1965 d1.6d8.5 d4.1
41 find out more at POLYHEDRALGAME.COM/LICENSING > MONSTER TALENTS Monsters have their own unique collection of Talents, while some have Talents that other Classes can use. TALENT MONSTERS DESCRIPTION CONVERSION Vampire Can convert others into their kind. DARKVISION Dark Dwarf Can see in complete darkness. No penalty to vision except in bright light, where they suffer 50% blindness. DISEASED Giant Rat May carry one or more diseases. ENHANCED SMELL Wolf +2 bonus to detecting and tracking by smell. FLIGHT Dragon May fly. INCORPOREAL Ghost Cannot be struck by mundane attacks and it has no Body value. Does not use Strain. Instantly Dead when it starts Dying. INVISIBLE Ghost Can turn invisible to vision, granting 100% Concealment. LOW-LIGHT VISION Goblin Hobgoblin Orc Can see in low-light, ignoring the penalty for that. NON-MUNDANE Wight Cannot be struck by mundane attacks. Attacks must be supernatural (spiritual, magical, divine etc.) PARALYSIS Ghoul Causes Paralysis on a successful attack. POISONOUS Giant Centipede Causes Poison Damage on attacks. REGENERATION Troll Regenerates a number of Wounds each round. SHAPECHANGER Mimic Changes its shape. Some Attributes may change. TOUGH Giant Ogre Does not fall unconscious when Body Wounds are greater that Mind d-value. UNDEAD Ghoul Skeleton Zombie Unliving. Does not use Strain. Instantly Dead when it starts Dying. Immune to sleep or other mental effects like charm or even falling unconscious. VIBRATION SENSE Bulette Can sense vibrations through the ground. WEBBING Giant Spider Shoots sticky webbing at targets which covers and contains targets. Acts as Paralysis until the target is broken out of it. Monster Talents MAKE YOUR OWN CONTENT! CLASSES! MONSTERS LOOT AND GEAR! ADVENTURES! SETTINGS! OTHER STUFF! d20.15 d10.3d8.6 1d4.2
HOUSE RULES Write any changes you make to the game rules here.
CAMPAIGN NOTES Details on the setting, world, and magic items can go here.
CAMPAIGN MAP Draw the world as it is known. Explore it.
INTERESTED IN SOME CLASSIC OLD SCHOOL ADVENTURING WITH A MODERN RULES SET? ◊ Create new characters for play in about 5-10 minutes. ◊ Choose from the classic old school character tropes, but with slight twists. ◊ Play classic dungeon crawls with a flexible unified system that’s easy to learn and extend — make up your own content, or use any of the official Expansions, including The Advanced Rules which provides many new options for play, The Book of Monsters which expands and explores the Monsters in the game, The Book of Loot for more complete treasure and loot options, including many unique items, and The Book of Magic, which expands Talents and rules for magical and divine characters. ◊ Designed for quick pick-up play as well as to handle large groups of players who have little experience in tabletop roleplaying — a perfect beginner’s game and still fun for experts. ◊ Pocket-sized, so that you can take it wherever you’re going. ◊ Includes dice printed in the page margins in case you forget your own, or if you need to make a secret roll as the Judge! ◊ Includes a Giant Badger! BASIC EDITION PolyhedralGame.com