A Historical Low-Fantasy OSR Rulebook
A Historical Low-Fantasy OSR Rulebook WRITING & CONCEPT Andre Novoa ART WORK Offworld Bogil Initiative
17th CENTURY MINIMALIST A Historical Low-Fantasy OSR Rulebook AUTHOR: Andre Novoa ART WORK: Offworld Bogil Initiative ISBN: 978-989-54641-0-4 LAYOUT/DESIGN: lina&nando PRINTED IN PORTUGAL PRINTER: Diário do Minho DEP. LEGAL: 464837/19 [First Printing: 500 copies] ALL RIGHTS RESERVED GAMES OMNIVOROUS © 2020
AUTHOR’S NOTE Hello. This was originally the homebrew system for historical, low-fantasy settings that I kept using at my gaming table. People seemed to have good fun with it, so here it is, redesigned, published and beautifully decorated with unique art by Offworld Bogil Initiative. This system is fit for both seasoned players and beginners. It can be used to play quick one-shot sessions, as it cuts the rules down to their essence and allows character generation in under five minutes. It can also be used to play small historical campaigns set in Europe somewhere in the 17th century. There are swords and daggers and bows. But there are also pistols. Classes are based on what you’d expect to be tagged as “outcasts” in Early Modern Europe: low-life vagrants and vagabonds that wander around as merchants, plague doctors, mercenaries, jugglers or hired assassins, jumping across kingdoms and royal courts, entertaining, tricking and murdering people. There is no magic in this system. The talents of plague doctors can be interpreted as miraculous treatments or folktale. The skills of illusionists can all be explained through mechanics, sleight of hand and perception, just like a magic trick. Both should be read as make-believe. The following games have influenced this system, some more decisively than others. I would like to credit them for such: →The Black Hack →Lamentations of the Flame Princess →Troika! →Sharp Swords & Sinister Spells → Dungeon Crawl Classics → Mothership I hope you enjoy. Thanks, Andre. 3
HOW IS THIS GAME DIFFERENT? The 17th century minimalist has been primarily designed for the OSR (Old School Renaissance) crowd, as it draws extensively from other games in the community. But it has some design choices that make it unique: →All rules are simplified and compressed to their essence. →It assumes a historical, low-fantasy setting in the 17th century. This differs from the bulk of OSR games, which use fantasy or medieval backgrounds. →It has firearms with flintlocks. Not many games do. →It does not have magic. The tricks of illusionists and the treatments of plague doctors could be understood as such, but I prefer to see them as gaming mechanics that replicate certain historical beliefs, like the existence of witchcraft, miracles, mythical forces, and so on. → Combat is faster, deadlier and scarier. → Why? Because hit points are static: characters do not gain more HP in higher levels. This means two things. First, that most players will think twice before initiating hostilities against even the feeblest of adversaries. Second, that everyone knows that, unless they are fighting a supernatural creature, all characters have (approximately) the same number of hit points. This creates great tension and infuses historical probability to the game. →Finally, the game rewards those who do what their class is best at (experience wise) and also gives optional mechanics for reputation. The two together offer opportunities for a more narrative style of play. 4
HOW TO USE THIS BOOK In various way. You can create your own adventures and historical campaigns and use these rules to play them. You can run the modules as they appear in the Mini Adventure Folder, sold separately. Those adventures and hooks have been designed for this system, assuming a historical setting in the 17th century. You can also do what I have been doing for some time now and which I think will be the most recurrent usage of this book: pick up your favourite OSR modules and adapt/ convert them to this rules system, if you want your game to have a distinct baroque flavour rather than the usual medieval or fantasy backdrop. The conversion efforts are minimal. After all, this is a minimalist game. 5
6 BASIC RULES This is a roleplaying game. One player takes the role of the Game Master (GM), tasked with presenting challenges and situations to the other players, who impersonate their Player Characters (PCs). As the GM challenges the PCs, these will take turns in rolling dice to determine the success or failure of their actions. The GM also roleplays all other characters, including Neutral Player Characters (NPCs) and adversaries that the PCs encounter. TIME Time is only strictly measured when conflict or combat takes place. In such situations, characters may perform one action and one movement per turn. In all other events, time is abstracted and guided by the GM. Some situations will take time to complete: ultimately, the GM will decide how long a task takes and if the PC is granted any advantages to attempt completion. MOVEMENT Movement and distances are tracked via three abstract ranges: Near, Distant and Far-Away. These are used to calculate the relative positions of all characters in relation to one another. Some weapons are only effective when Near, whilst others are better when Distant. It is possible to move one step along the tracked ranges and perform one action in the same turn. ACTIONS Simple actions automatically succeed. More complicated actions (those with a chance of failure) are tested and decided by rolling 1d20. The GM will narrate the events, accordingly. →If the roll is on or below the score of the ability being tested, the action succeeds. →If the roll is above, the action fails. Advantage & Disadvantage Characters may have advantage or disadvantage to perform certain actions. Many situations where this is the case are outlined in the following pages. The GM is always free to add an advantage or disadvantage whenever it seems to fit the occasion. → Advantage: when characters have advantage, they roll two dice and choose the best result. → Disadvantage: when characters have disadvantage, they must roll two dice and stick with the worst result. In the (unlikely) event that a character has both advantage and disadvantage in the same action, these cancel each other out. The character makes a regular ability roll. In the event that a character has more than one advantage or disadvantage, he or she rolls three dice and chooses the best or worst result, respectively. This is called a double advantage or double disadvantage. No matter how many (dis)advantages stack up, the maximum a character rolls are three dice.
7 ABILITIES There are five main abilities: Charisma, Dexterity, Strength, Intelligence and Luck. Every complex action must be tested with the appropriate ability. These will be obvious in most occasions. When not, the GM will decide which ability best fits the action. Charisma (CHA) Influence and leadership. Used also to persuade, charm, bargain and hire retainers. Main ability of Illusionist. Dexterity (DEX) Agility, reflexes and ranged attacks. Used also to search, disarm traps, pick locks, disguise, and all-things-thief. Main ability of Cutthroat. Strength (STR) Physical prowess, endurance and melee attacks. Used also to break down stuff and lift heavy things. Main ability of Soldier. Intelligence (INT) Knowledge and insight. Also used to assess information, read languages and discern architecture. Main ability of Plague Doctor. Luck Chance and fortune. Used to determine “right place, right time”, divine favours and general good fate. Main ability of Swashbuckler. SEARCHINGSECRET STUFF When PCs wish to search for secret things, like hidden compartments, doors or traps, they should not make the roll. Instead, the GM asks about their appropriate ability value (usually Dexterity or Luck) and makes the roll for them behind the screen. This is to prevent players from knowing if there is indeed a secret thing or if they just had a bad roll. The GM must always be true to the dice. SAVING THROWS There are no separate values for saving throws. When a character is surprised by a harmful situation (like a trap, falling debris, poison, etc.), the GM will test the appropriate ability. If the test is successful, the character has dodged the situation. → Dexterity: area effects, traps, collapsing floors, falling debris. → Strength: ingestion of poison, exposure to acid, gasses, disease, and similar. → Charisma: resistance to tricks, witchcraft and illusions.
COMBAT When combat takes place, all PCs and adversaries determine the order of combat. Then, each one of them may move and take one action in their turn within the round of combat. INITIATIVE Each PC puts one die in a bag. Add another die for the adversaries and one neutral die. The GM takes one of these in turn from the bag. The “owner” can perform his or her turn (all adversaries act when their die is pulled). If the neutral die is taken, the round ends and a new initiative bag is assembled. → Turn: individual action within a round. → Round: starts when the first die is taken from the bag and ends when the neutral die is pulled. TO HIT To hit opponents, characters test their Strength (in melee fight) or Dexterity (in ranged attacks). If successful, they inflict damage to their opponent. The amount of damage is determined by the weapon’s dice. Critical Hits & Fumbles →An action is fumbled when a character rolls 20. The character hits an ally or themselves. If this is not plausible, the weapon breaks and becomes useless. →An action is a critical hit when a character rolls 1. Add 1d4 of damage to the roll, plus adversary can’t use armour to prevent damage. F IGHT BACK When someone tries to hit a character in melee combat and fails, he or she can immediately roll to hit against that same adversary with a melee weapon or with a pistol. The roll to hit is made with disadvantage. ARMOUR Each type of armour grants a number of dice (d6s) equal to its armour value. When a character is hit in combat, he or she may use one of these dice to ignore all damage taken. A die used in this way is set apart and cannot be used again until it is fixed. Shields and helmets give one extra die each (use another colour) and have an armour value of 4 for fixing purposes. If fixing fails, they are broken. Fixing Armour After a long rest, PCs can roll all of the dice set apart. Those that roll above the respective armour value are considered fixed. Those that roll on or below are broken and must be repaired by an artisan (costs one quarter of respective armour). If all dice become broken, the armour is destroyed. Armour Proficiency PCs wearing armour that is not listed in their class must add the amour value to all ability tests. Cloth Leather Cuirass Full plate Shield/Helmet Armour Value 1 2 3 4 +1 die each 8
WEAPON DAMAGE → Small weapons: roll 1d4 for damage. These include blow guns, daggers, knifes, garrottes, small crossbows, whips, short swords, etc. → Medium weapons: roll 1d6 for damage. These include swords, axes, heavy crossbows, maces, cutlasses, sabres, and similar. → Big weapons: roll 1d8 for damage. These are two-handed weapons used with disadvantage by default. User cannot wear a shield. These include long swords, long bows, polearms, pikes, halberds, and the likes. DAMAGE & HIT POINTS If a character takes damage from an attack, they subtract the value to their total hit points (HP). → When PCs reach 0 HP, they are taken out of the combat, wait for it to resolve and then roll on the table below. Survivors return with 1 HP. If the whole party loses the conflict, the PC is presumed dead. → When a NPC or adversary reaches 0 HP, it is removed from the game. Do not roll on the table below. D6 1 2 3 4 5 6 Zero Hit Points Knocked Out: gets up Unconscious: out for 1d3 hours Hurt: disadvantage on all rolls for the remainder of the session Scarred: loses 1d3 Charisma Maimed: loses 1d3 Dexterity or Strength Dead! DISTANCES → Near: melee weapons. → Distant: ranged weapons. → Far-Away: only certain special ranged weapons work, like long bows or muskets. OPTIONAL RULES Combat trigger In tense situations, those when combat seems inevitable, the GM should refrain from calling initiative. Instead, roleplay it out and, whenever a PC or NPC does something dramatic (like shooting a pistol or swinging a blade), they get to do it and, technically, are granted a bonus turn for having the courage and audacity of starting a fight. The initiative bag should only be assembled after resolving this bonus turn. Grapple Characters can try to grapple one another. To do so, each side makes a Strength test. If both win or lose, the action is unsuccessful and wasted. If the attacker alone wins, the defender becomes grappled and vulnerable to all attacks, taking automatic weapon damage. In his or her turn, the defender can make a Strength test with disadvantage to try to get rid of the grapple. 9
10 F IREARMS Firearms are used by testing Dexterity. Before firing the weapon, the PC must roll for misfire. If the firearm does not misfire and the test is successful, the PC may inflict weapon damage on the adversary. RELOADING A firearm takes a number of rounds to reload equal to 18 minus a character’s Dexterity. MISF IRING Roll 1d10 before firing the weapon on the table below. Damp places (optional) In humid locations, characters should roll on the table below, instead of the one above. Result Nice Shot. The firearm works regularly. Misfire! The firearm doesn’t shoot and the action is entirely wasted. Backfire! The shot backfires, causing damage to the user instead. 1-8. 9. 10. Result Nice Shoot. The firearm works regularly. Misfire! The firearm doesn’t shoot and the action is entirely wasted. Backfire! The shot backfires, causing damage to the user instead. 1-6. 7-9. 10. DAMAGE & DISTANCES Firearms ignore cloth armour. Fumbles and critical hits work as in regular combat rules (see previous page). To simplify, there are two types of firearms: → Pistols: 1d8 of damage and can be shot in Near or Distant ranges. → Muskets: 1d8 of damage and can be shot in Distant or Far-Away ranges (Far-Away has disadvantage). F IRING MECHANISMS The flintlock is used as the default firing mechanism. If the GM wants to introduce further historicity, it is possible to use other mechanisms: → Matchlock: the price of the weapon is half. Reloading time increases by 3 rounds. Always roll on damp table for misfiring. → Wheellock: the price of the weapon is doubled. Reloading time increases by 4 rounds. Does not backfire ever. Misfires on a 9-10. EXPLOSIVES Grenades can be thrown at Distant adversaries by testing Dexterity. Due to their instability, characters always roll with disadvantage. → Success: the grenade lands where intended, causing 1d10 of damage to all targets in Near range. → Unsuccessful: the grenade lands in an unintended area. → Fumble: the grenade goes off before launch, causing 1d10 of damage to anyone Near it.
11 RARE F IREARMS The GM can introduce the firearms below. Axe-pistols and bayonets count as rare goods. All others are exotic items. Axe-pistol Bayonet Blunderbuss Duck-feet pistol Flintlock cutlery Hand mortar Heavy musket 9-barrel musket Misfire Normal table Normal table Damp table 1-4. All shots fire 5-8. 1d4 shots fire 9. No shots fire 10. 1d4 shots hit user Normal table, but there is a 25% chance of going off whilst eating (if loaded). 1-6. Nice shot 7-8. Does not ignite 9-10. Explodes before launch Normal table 1-5. Nice shot. 6-8. Misfires. 9-10. Backfire! Damage 1d8 / 1d4 1d8 / 1d4 2d6 1d8 to each target 1d6 / 1d3 1d10 to all targets Near the explosion 1d8+2 1d8 per bullet fired Description & Rules Pistol with embedded axe-head. Works as pistol or small axe. Musket with knife fitted into the muzzle. Works as musket or knife. Flintlock firearm with flared muzzle that shoots large calibre bullets. Only Near or Distant ranges. Four-barrelled pistol. Can shoot up to four targets in 30º angle. Roll individually for each target with disadvantage. Resembles a Swiss army knife with cutlery and mini pistol. Counts as small knife (1d3) and pistol. User has a surprise attack before combat. Can launch grenades Far-Away by testing Dexterity. Roll for misfire, first. Then, apply the same rules as for explosives. Must rest atop a fork and counts as very large item. No disadvantage at Far-Away. Musket that has been fitted with nine barrels. May shoot twice per round, until emptied. Reloading is impossible during combat.
12 FOR PLAYERS This section contains the fundamental rules for Player Characters (PCs). These are applied to all classes. CHARACTER CREATION To create a character, players must follow these steps: →Roll 3d4 for each ability: Charisma, Dexterity, Strength, Intelligence and Luck. Then, re-roll all of the abilities with a score of five or less, using 1d4+12. →If the character ends up with no ability above 10, return to the step above and re-roll all abilities once again. → Choose a class: Cutthroat, Illusionist, Plague Doctor, Soldier or Swashbuckler. →Register the maximum hit points (HP) as listed in the respective class section. Hit points are static in this game. PCs do not gain more when advancing a level. → Note down the starting equipment in your inventory. →Read and study the special abilities of the class chosen. LUCK Luck can be expended during the course of play. A PC can burn one point of Luck permanently to re-roll any failed ability test, except for fumbles. A fumble is always a fumble. At the end of each adventure (or whenever the GM deems fitting), PCs gain back 1d3 of Luck, up to their original value. RESTING & HEALING There are two types of rests: long rests and short rests. PCs need to make a long rest of at least six hours per day. If they do not, they get disadvantage on all rolls until they do. Short rests are not compulsory. → Long rest: PCs heal all their hit points (HP). → Short rest: PCs heal one hit point (HP) per level. USAGE DIE Ammunition, arrows, rations, torches, and all other consumables are kept track of with a usage die. When purchased, it begins with a d12, unless noted otherwise. After such an item is used, roll the appropriate die. A result of 1-2 means the usage die is downgraded along the chain or, in case of a d4, depleted. Usage dice chain: d4<d6<d8<d10<d12 LANGUAGES PCs know their native tongue and those of kingdoms close to theirs. Whenever they come across an exotic dialect, they make an Intelligence test with disadvantage to determine whether they are proficient in it or not. Dead languages are tested with double disadvantage. PCs can never roll for the same language twice.
13 FOOD PCs must consume at least one ration of food per day and drink a portion of water. If they do not, the following happens: → 1st day: disadvantage on all rolls. → 2nd day: disadvantage on all rolls. → 3rd day: double disadvantage. → 4th day: double disadvantage. Plus, the PC loses all hit points and must roll on the zero hit points table. → 5th day: double disadvantage. At the end of the day, the PC dies if did not eat or drink water. HUNTING & FORAGING Hunting and foraging food is done by testing Dexterity or Luck (PCs choose), adding the appropriate modifier to the roll. If successful, PCs get the indicated usage die on rations. Desert Forest Jungle Mountain Plains Swamp Modifier +8 0 +1 +4 +2 +2 Usage Die d4 d10 d10 d6 d8 d6 ENCUMBRANCE PCs can carry a number of items equal to their Strength. Carrying more items means they are overburden. Each type of consumable takes only one slot. Armour and main weapon do not count. All other items count, including other weapons. Very large items take up slots. → Inventory: PCs should list down the items in their inventories in the order of their choosing, in the character sheet. The lower the score, the easier it will be to retrieve the item. → Retrieving items: when PCs wish to retrieve an item in a hurry from their bags (during conflict or combat), they must roll 1d10 and score equal or higher than the item’s position in the inventory. If the roll is successful, they can use the item in the same turn. If the roll is unsuccessful, the entire action is wasted. → Overburden: overburden PCs must add +2 to every ability test for each extra item they are carrying.
14 EXPERIENCE PCs go up a level for every 10 points of experience. All classes gain points for surviving adventures and reputation-changing deeds. The GM decides how many points these are worth (usually between 2 and 4). Then, each class gains additional points for performing in-character feats. The feats below are merely indicative: → Cutthroat: backstabbing, stealing exotic items, disarming hard traps. → Illusionist: entertaining crowds, doing tricks, wooing notable folk. → Plague Doctor: curing diseases, rescuing a village from the plague, discovering new flora. → Soldier: killing strong enemies, “sellswording”, going into war. → Swashbuckler: duelling and slaying foes with swashbuckling stunts. Level advancements When advancing to a higher level, PCs may try to raise one ability of their choice by beating its current value on a d20 roll (roll higher to succeed) and one of their special abilities is automatically boosted. CAMPAIGNING It is possible to use this game in small campaigns. Follow the experience and reputation rules. This game assumes a maximum level 5 for PCs.
15 REPUTATION Reputation is measured through a value from 1 to 12. PCs start at 6. This value represents an ordinary person with no real reputation that does both good and bad things. Whenever a PC does a virtuous deed, they increase their score by 1. Whenever they do something vicious, they decrease the score by 1. The GM decides when an action qualifies for this. The exploits below are merely indicative. List of virtuous stuff →Rescuing someone notable →Saving a village → Doing right by the authorities →Paying lots of taxes to the King →Returning a lost object of value →Slaying a witch →Killing an aristocrat in a duel List of vicious stuff →Killing innocent folk →Burning down a church → Deceiving the authorities →Theft and robbery →Backstabbing a prominent noble →Exhibiting greed, gluttony and envy → Desecrating tombs If the reputation reaches 12, the PC is considered famous. Famous PCs are expected to solve social glitches, do heroic actions and no longer have the option of anonymity. If the reputation drops to 1, the PC is considered infamous. Infamous PCs are persecuted by the authorities, are constantly accountable for things that go south and framed for any and all wrongdoings. From the moment a PC is famous or infamous, all subsequent actions are rewarded with a famous or infamous token, accordingly. (Ex: a PC with 12 reputation that does two virtuous deeds gains two famous tokens.) PCs can hold as much as two tokens at once and spend them to gain certain benefits. Both the players and the GM are encouraged to come with more, in addition to the ones below. Spending famous tokens → Having free lodging and food in the next town they visit. →Being immediately received by the authorities of the city. → Getting a referral from the local priest or local elite. → Hiring a retainer for free – a loyal virtuous retainer. →Receiving an Exotic gift. Spending infamous tokens →Reaching out to the underworld for rumours and restricted information. →Receiving help from a dark cult or a thieves’ guild. → Hiring one retainer for free – a pesky vicious retainer. →Instilling fear in the adversaries, hindering them from attacking. →Rival loses at gambling on purpose. Things to consider… Once famous or infamous, PCs only stop being seen as such when returning to reputation 6. However, they only gain tokens if their reputation stays at 1 or 12. Reputation points should only be given once or twice per session, so that the mechanics take some time to become effective.
16 COMMERCE CURRENCY This game uses a silver standard with silver pieces (SP). This is the only currency used. GMs can introduce a more sophisticated currency system if they see fit, with gold pieces and copper pieces. TRADING Whenever PCs enter a new town or settlement, the GM can roll on the table below to determine the current market fluctuation. EQUIPMENT Below is a general indication of how prices should be calculated: → Common goods (1d10 SP): All small weapons, arrows and ammunition (d12), backpacks, bedrolls, caltrops (d12), candles (d12), chain, cloth armour, cooking pots, crowbar, iron spikes, fishing gear, flasks, flint & steel, garlic (d12), grappling hook, helmet, lantern, lodging (cheap inn), pipe, oil (d12), pouches, rations of food (d12), rope (50’), shield, ten-foot pole, tobacco (d12), torches (d12), waterskin, wine (d12), whistle. → Rare goods (2d10 x 5 SP): All medium and big weapons, book, herbs & spices (d12), holy symbol, grenades (d6), ink & quill, leather armour, lock, lodging (superior inn), mirror, musket, musical instrument, paper (d12), pistol, riding gear, riding horse, specialised toolkit, superior clothing. → Exotic goods (4d10 x 10 SP): Cuirass (roll twice), chemicals, hourglass, jewellery, lodging (extravagant or luxurious hotel), maps, microscope, navigation tools, plate mail (roll four times), pocket watch, rare books, spyglass, telescope, trained war horse. D6 1 2 3 4 5 6 Situation War Plague Bad Harvest Marauders Peace Abundance Prices Tripled Doubled Food tripled Weapons doubled Normal Half
17 PETS PCs can acquire or train pets. Each pet has a specific talent as described below. The GM is free to come up with more. Pets die if they take a successful hit – the only exception is a wolf, which dies after two hits. → Common: 1d10 SP. These include cats, dogs, rats and spiders. → Rare: 2d10 x 5 SP. These include frogs, hawks, octopuses and wolves. → Exotic: 4d10 x 10 SP. These include monkeys and parrots. Training Training requires four ability tests over the course of a week (once every two days). A PC can choose which ability to test, representing different methods (ex: brute force with Strength, natural leadership with Charisma, playfulness with Dexterity, etc.). Failing one test means the animal goes away and does not return. RETAINERS PCs can hire retainers to go on adventures. The price depends on the rarity and expertise of the retainer. Payment is done upfront at the beginning of each adventure. Not having enough funds means the retainer goes away. If put in harm’s way, the hirer must make a Charisma test for the retainer to stay. Each retainer has 4 HP and no armour – the only exception is the mercenary which has 6 HP and leather armour. → Common: 1d10 SP. These include armourers, carriers and mushroom pickers. → Rare: 2d10 x 5. These include animal handlers, hunters and mercenaries. → Exotic: 4d10 x 10 SP. These include alchemists, physicians, poets and scholars. Cat Dog Frog Hawk Monkey Octopus Parrot Rat Spider Wolf Talents -1 to all Luck rolls -2 to hunt & forage d8 of poison per week Owner is never ambushed in the wilds Steals (Dexterity 12) small items Advantage on finding secret doors and compartments -2 on all Charisma rolls Attacks (Strength 4) to give a random disease d8 of web per week Attacks (Strength 7) for 1d6 of damage Alchemist Animal Handler Armourer Carrier Hunter Mercenary Mushroom Picker Physician Poet Scholar Talents Creates one poison and potion per week Gives advantage to training animals Hirer may roll d8s instead of d6s when fixing armour May carry up to ten items Gives advantage to hunting & foraging Attacks (Strength 13) for 1d6 of damage Brings d4 rations everyday Heals 1d4 HP three times per day Doubles the value of experience gained Reads all languages
18 ALCOHOL & DRUGS When ingesting generous amounts of alcohol, PCs must succeed in a Strength test. Otherwise, they get wasted and must roll in the table below. The effects can be both good or bad. They are totally random each time a character gets drunk. The price of alcohol is as a common good. Drugs work differently. PCs make a Strength test. If they succeed, they gain the benefit described. If they fail, they get the respective penalty. An Intelligence test is allowed to determine whether the PC knows beforehand what the substance will do to him or her. All drugs count as rare or exotic goods. The GM is encouraged to expand the list and come up with odder effects. Names of Beverages 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Black Clown Dry Garlic Homemade Long Leg Lucky Turtle Red White Absinthe Ale Applejack Brandy Liquor Malt Moonshine Rum Tonto Whiskey Getting wasted D12 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Effects of Alcohol Disadvantage to Dexterity tests until a long rest is made. Gains 1d4 Strength for 6 hours. Advantage to Luck tests until a long rest is made. PC has Intelligence 3 for the next 12 hours. Causes 1d4 of damage due vomiting, nausea and stomach pain. Heals 1d8 hit points. Can listen to Far-Away conversations as if Near. PC has double disadvantage on all to hit tests for the next 12 hours due to sudden impaired vision. Becomes afraid of the opposite gender for 12 hours. All interactions are only possible if character makes a Charisma test with double disadvantage. Has advantage on the next two saving throws (in the next 12 hours). Must roll two successful tests in the next saving throw (in the next 12 hours). PC has a permanent (nipple or penile) erection for 4 hours.
19 Drugs sample Bezoar Stone Black bile Coca leaves Dead Man’s Fingers Fly Agaric Laudanum Mandrake Roots Valerian Success Cures any disease or poison. Is confident and optimistic. Double advantage on all Charisma tests for 1d4 days. Does not need to eat or sleep for three days (heals as usual during the night). No NPC is able to tell if the PC is lying for 24 hours. Sees right through characters (understanding their motifs, lies, goals, etc.) for 12 hours. Feels no pain. Cut all damage received in half for one day. Character deeply believes he or she can communicate with animals and plants. Causes a vision or insight related to current adventure. The GM must tell a relevant detail of the plot. Fail Roll on the zero hit points table (ignore maimed or scarred). Is depressed and melancholic. Double disadvantage on all Charisma tests for 1d6 days. Must eat double rations and sleep for 12 hours for three days (or does not heal in rests). Cannot lie to other characters for the next 24 hours. Becomes extremely suggestible to commands. Must obey 1d6 basic orders from any NPC. Must take another drug in the next day or commits suicide. Character believes he or she is a random animal and behaves like one for 1d6 hours. Brain activity is reduced to a minimum. Cannot make Intelli- gence rolls for 24 hours. All rolls are considered fails.
20 DISEASE When in risk of contracting a disease, the GM will calculate its deadliness from 3 to 6, three being mild and six being very deadly. If unsure, roll 1d4+2. Then, PCs must make a Strength or Luck test (the GM decides which), adding the deadliness to the roll. If successful, the disease has no effect. Otherwise, they suffer the disease’s effects immediately. Sick characters roll another test after each long rest until either: → One ability test is successful. The PC is considered cured. → Or, a number of days equal to the deadliness have passed. If the PC survives, he or she is also considered cured. Sample Diseases Black Death Chicken Pox Dungeon Fever Leprosy River Blindness Develops buboes in the armpit, neck or groin, with ooze and pus coming out of them. The PC has disadvantage on all rolls made with their main ability (defined by the class chosen, not necessarily the highest score), loses 2 hit points every eight hours (three rolls per day) and is unable to heal during short or long rests. Develops skin rash that itches and creates blisters. Reduce charisma by the same value of deadliness. Three times per day, the PC must pass a Charisma test, otherwise they scratch the itches so badly that these cause 2 of damage. When this happens, all in Near range are in risk of contagion. The Charisma points are recovered (one per day) when cured. Develops claustrophobia and allergic reactions to enclosed and damp places. Whilst in locations with such characteristics, the PC must make an Intelligence test every 20 minutes of real-time play. If the test fails, the PC has a panic attack and must roll to hit against one Near target (including allies). Develops insensitivity to pain or temperature, accompanied by red spots in the body’s extremities. Starting the following day after contagion, if still infected, the PC must make two Strength tests per day. If both fail, a limb becomes very infected, blackens and must be amputated. During the time of infection, the PC can ignore all attacks that cause four or less damage, due to not feeling pain. Develops bumps under the skin, lizard-skin, short-sightedness and eventually blindness. Each time a test is failed, the PC experiences vision problems. The Player must play with sunglasses (or blindfolded) for the same amount of minutes shown on the failed roll. During infection, if a total of three tests are unsuccessful, the PC becomes blind.
21 POISON When characters are exposed to poison, the GM will ask for a Strength test. If it fails, the character suffers its effects. Some poisons have an immediate one-time effect, others result in conditions that characters need to cope with. If a victim procures an antidote, this halts any of these conditions, but does not reverse ability or HP losses. The GM can roll a random antidote in the table below. Sample Poisons Aqua Tofana Belladonna Cantarella Deadly Nightshade Eye Drops Inheritance Powder Monk’s Blood Weak Wash Falls unconscious. Wakes up after 1d4 days. There is a 50% chance of becoming in a permanent comatose state. Becomes immobilised except for the eyes and face muscles. Reduces maximum HP by 1d4 points. If this would make the HP fall to zero or below, the character dies. Cannot stand daylight. Sun exposure causes 2 of damage per minute (if the character is in combat, he or she takes damage at the start of each round). Develops proptosis (bulging eyes). Character has permanent disadvantage to all Charisma rolls. Roll on the zero hit points table. If maimed is rolled, one limb becomes infected and must be cut. If scarred, the PC’s face suffers a dramatic alteration. Must reduce a random ability by 1d4. Must add 1d4 to every Strength test. Antidotes D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. What to do? Have a sexual encounter Eat someone’s heart Ingest goat excrements Perform self-bloodletting Do a xenotransfusion Cut off one finger Kill a witch Go on pilgrimage Consume a drug Drink crocodile tears
Having got a name for his horse so much to his taste, he was anxious to get one for himself, and he was eight days more pondering over this point, till at last he made up his mind to call himself “Don Quixote,” whence, as has been already said, the authors of this veracious history have inferred that his name must have been beyond a doubt Quixada, and not Quesada as others would have it. Recollecting, however, that the valiant Amadis was not content to call himself curtly Amadis and nothing more, but added the name of his kingdom and country to make it famous, and called himself Amadis of Gaul, he, like a good knight, resolved to add on the name of his, and to style himself Don Quixote of La Mancha, whereby, he considered, he described accurately his origin and country, and did honour to it in taking his surname from it.
24 CUTTHROAT Max hit points: 8 Main ability: Dexterity Weapons of choice: small weapons Armour: cloth and leather armour Starting Equipment Cutthroats start with a black disguise, a dagger, blowgun & darts (d8), one rope (50’), torches (d8), 2d10 SP, and a toolkit (lock-picking tools, cutting tools, knifes, wire, etc.). Luck Tokens A Cutthroat starts each session with a number of tokens equal to their level, as long as they are carrying their lucky charm (player must name a charm and hold on to it). Cutthroats can spend these tokens to: → Not today: avoid death from any trap, poison, falling debris, etc. (a regular saving throw situation). Use token if falling to zero hit points, but before rolling on the zero hit points table. Return to action with 1d8 hit points. → Nope: re-roll a fumble. → Sneak attack: deal damage to a chosen target with a small weapon, after successfully hiding in shadows. Three dice of damage (3d4). D6 1 2 3 4 5 6 Instant Background Hired assassin Professional thief Former king’s spy Death cultist Nomadic ninja Street pickpocket Cutpurse Gifts Cutthroats have advantage in any of the following tasks. These are all tested with Dexterity: → Climbing → Delicate tasks → Disguising →Eavesdropping →Finding and disarming traps → Hiding in shadows →Picking locks →Searching for hidden things →Stealing stuff →Sneaking →Tinkering Resourcefulness Cutthroats’ consumables are only downgraded along the dice chain when the cutthroat rolls a 1 (instead of 1-2). This is only valid for common goods, though. Small Weapons Cutthroats are adepts of small, easily concealed weapons. They can make two attacks per turn with a small weapon, but the second attack is made with disadvantage. Gaining New Levels When advancing to a new level, Cutthroats gain extra luck tokens and may try to raise one ability of their choosing (by beating its score on a d20 roll). Extra experience points: backstabbing, stealing exotic items, disarming hard traps, and similar feats.
LEVEL ADVANCEMENT Lv 1 Lv 2 Lv 3 Lv 4 REPUTATION: (LIST ANY REPUTATION-CHANGING EVENTS HERE) SPECIAL ABILITIES Luck Tokens: spend one token to avoid death, re-roll fumble or sneak attack Cutpurse Gifts: roll with advantage on all regular thief actions Resourcefulness: common consumables are only downgraded on a 1 Small Weapons: can make two attacks per turn, second attack has disadvantage 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ARMOUR: MAIN WEAPON: (PLACE ARMOUR DICE ATOP THE F IGURE) 0 1 2 3 4 5 6 7 8 9 10 11 12 CUTTHROAT NAME: BACKGROUND: CHA INT DEX LUCK (MAX) STR LUCK (CURRENT) HP INVENTORY
26 ILLUSIONIST Max hit points: 6 Main ability: Charisma Weapons of choice: small weapons Armour: cloth armour Starting Equipment Illusionists start with two daggers, one whip, one pistol & ammunition (d10), grenades (d6), 3d10 SP, one bag of tricks and one peculiar headgear or garment. Déjà Vu An Illusionist may add one extra die to the initiative bag. Weapon Clumsy Illusionists have disadvantage when wielding all non-small weapons. They can use firearms and explosives normally. Entertaining Crowds Illusionists can entertain crowds with their tricks. At the end of the performance, they test their Charisma. If successful, they gain 1d10 SP for every 10 people in the audience. If unsuccessful, they are beaten up by the crowd. Treat the crowd as an angry mob with hit points equivalent to the number of people in the audience and Strength 16 (1d6 damage). The Illusionist must prepare the performance during a long rest, thus can only do one per day. D6 1 2 3 4 5 6 Instant Background Court jester Acrobat entertainer Foreign fire-breather Flute minstrel Street juggler Apprentice of magic Performing Tricks Illusionists know all tricks of their current level and below. Each time they perform a trick, they must test their Charisma, adding the level of the trick to the roll. Then, the following can happen: → Success: the Illusionist may perform the trick normally. → Critical Success: the trick is so spectacular that, if it was made in front of strangers, the Illusionist gains one permanent point of Charisma and one point of experience. → Fail: the trick fails and the Illusionist cannot perform it again today (representing they did not prepare it conveniently). → Fumble: the trick fails and the Illusionist is embarrassed. They lose one permanent point of Charisma, cannot do the trick again today, and must spend 1d3 rounds regrouping his or her trinkets. Gaining New Levels When advancing to a new level, Illusionists gain access to new tricks and may try to raise one ability of their choosing (by beating its score on a d20 roll). Extra experience points: entertaining crowds, doing tricks, wooing notable folk, and similar feats.
LEVEL ADVANCEMENT Lv 1 Lv 2 Lv 3 Lv 4 REPUTATION: (LIST ANY REPUTATION-CHANGING EVENTS HERE) SPECIAL ABILITIES Déjà Vu: add extra die to the initiative bag Weapon Clumsy: disadvantage on all non-small weapons Entertaining Crowds: may gain experience and SP, or be beaten up by the crowd Performing Tricks: can do tricks of current level or below 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ARMOUR: MAIN WEAPON: (PLACE ARMOUR DICE ATOP THE F IGURE) 0 1 2 3 4 5 6 7 8 9 10 11 12 ILLUSIONIST NAME: BACKGROUND: CHA INT DEX LUCK (MAX) STR LUCK (CURRENT) HP INVENTORY
28 BAG OF TRICKS Fake Sound: creates a distracting sound within Distant range. Card Swap: a character of inferior level is friendly for five minutes. Knife Bogus: hits target with two flying knives (counts as consumable) for 1d4 damage each. Ventriloquism: mimics the voice of any encountered animal, NPC or adversary. Colour Spray: creates a surrounding cloud that gives disadvantage to all attacks. Cut & Restore: may cut one 50’ rope into two pieces of 50’ rope. Unchained: may break free from any condition of restraint. French Drop: makes 1 SP appear. Hold Portal: makes a door or passage suddenly become obstructed. Dove Pan: doubles personal inventory (double Strength) for half day. Disappear: mundane small object disappears and reappears when desired. Death Hoax: may simulate being dead for 1d6 hours. Hypnotism: a character of equal or inferior level obeys a basic command. Rope Trick: makes a 50’ rope stiff, giving advantage to anyone climbing it. Inexhaustible Bottle: makes a drink appear from a small barrel. Must have barrel in inventory. Pass Through Glass: may pass through glass (if failed, glass breaks and does 1d6 damage). Optical Illusion: the previous two turns of combat are erased. Catch Bullet: catches one bullet with mouth instead of being hit. This trick may be performed in the adversary’s turn, but the Illusionist must forfeit his or her next turn. Self-disappear: the Illusionist disappears and reappears in Far-Away range. Invisible: invisible for 1d3 rounds (adversaries have double disadvantage to hit). 1 2 3 4 5
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30 PLAGUE DOCTOR Max hit points: 8 Main ability: Intelligence Weapons of choice: blunt weapons Armour: cloth, leather and cuirass Starting Equipment Plague Doctors start with an herbal & vermin kit (d10), a plague doctor outfit (counts as cloth armour), a wand with an hourglass (medium weapon), a small crossbow & arrows (d6), and 3d10 SP. Studious Plague Doctors are not at disadvantage when determining if they are proficient in exotic languages, and they have normal disadvantage (not double) in dead languages. Disease & Fear Plague Doctors are immune to diseases as long as they are wearing their custom-made outfit with a beak-like mask filled with herbs and fragrancies. The beak must be replenished every two days by rolling the herbal kit usage die. In addition, Plague Doctors roll with advantage when poisoned to counter its effects. Finally, they instil fear and any Charisma rolls done against them must be made with disadvantage. Sanitising Plague Doctors have advantage when D6 1 2 3 4 5 6 Instant Background Aspiring alchemist Retired monk Survivor of leprosy Wandering apothecary Botanical cataloguer Vermin collector fighting off vermin (rats, bugs, insects, cockroaches, etc.), diseased humans or contaminated mammals. They know their weaknesses. Doing Treatments Plague Doctors know all treatments of their current level and below. Before performing a treatment, Plague Doctors must succeed in an Intelligence test. If failed, not only is the entire action wasted, but their herbal & vermin kit is immediately downgraded one step, representing a lack of focus and a bad preparation of the medicine and its concoctions. After performing a treatment, they roll their herbal & vermin kit usage die, as a regular consumable. If their kit is depleted (rolling 1-2 on a d4), they are unable to make any treatments until a new kit is obtained (counts as common good). They can try to hunt & forage for herbs and mice in the wilds, following the same rules as for hunting & foraging. They can only attempt to do this once per wilderness region (circa one or two square miles). Gaining New Levels When advancing to a new level, Plague Doctors gain access to new treatments and may try to raise one ability of their choosing (by beating its score on a d20 roll). Extra experience points: rescuing a village from the plague, curing disease, discovering new flora, and similar.
LEVEL ADVANCEMENT Lv 1 Lv 2 Lv 3 Lv 4 REPUTATION: (LIST ANY REPUTATION-CHANGING EVENTS HERE) SPECIAL ABILITIES Studious: no disadvantage in exotic languages and bonus in dead ones Disease & Fear: immune to disease and advantage with poisons Sanitising: advantage to fight vermin and sick humans/mammals Doing Treatments: can do treatments of current level or below 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ARMOUR: MAIN WEAPON: (PLACE ARMOUR DICE ATOP THE F IGURE) 0 1 2 3 4 5 6 7 8 9 10 11 12 PLAGUE DOCTOR NAME: BACKGROUND: CHA INT DEX LUCK (MAX) STR LUCK (CURRENT) HP INVENTORY
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33 TREATMENTS 1 2 3 4 5 Send Rats: sends 1d6 rats towards a target (each has Strength 6 for 2 damage if hits). Apply Light Leeches: heal a target 2 HP. Detect Disease: detect presence of disease or sick human in Distant range. Purify Water: 50% chance of purifying a container of water. Purify Food: 50% chance of purifying a container of food. Poison Cloud: 1d4 of damage for 1d3 rounds to all Near targets (except self). Delay Poison: poisoned target can make a new ability test against the poison. Spiked Dagger: infuse one small cutting or piercing weapon (knife, dagger, dart, etc.) with paralysation poison (if hit, target is unable to move for 1d4 hours). Apply Major Leeches: heal a target 1d8 HP. Putrid Limb: target’s limb becomes putrefied (-2 Dexterity and Strength). Speak with Vermin: can communicate (not command) with mice for a limited time. Fragrancies: a number of targets equal to caster level have advantage in all ability tests against disease for the next 1d4 hours. Speak with the Dead: ask a corpse one question. Cure Disease: cure one disease, but on a fail the target dies. Inflict Disease: roll 1d6 and inflict rolled disease to a target. (1) black death, (2) chicken pox, (3) dungeon fever, (4) leprosy, (5) river blindness, (6) any of the previous. Instigate Fear: one chosen target must pass a Charisma test each turn to attack the Plague Doctor until end of combat. Raise Dead: return a willing target back to life (must have died in the last 48 hours) at the cost of another life dear to both the target and/or the plague doctor. Lice Infestation: 2d4 targets with hair/fur have disadvantage on all attacks. Counter Death: avoid own death by disease, poison or drugs. Return with max hit points, but lose 2 points on one random ability. Mass Heal: heal 1d6 HP to a number of targets equal to caster level.
34 SOLDIER Max hit points: 12 Main ability: Strength Weapons of choice: big melee weapons and firearms Armour: all armour Starting Equipment Soldiers start with a leather armour, one big weapon of their choice (polearm, pike, halberd, etc.), one musket & ammunition (d6), 1d10 SP, and a war trophy. Military training Soldiers do not have disadvantage when wielding big weapons and have advantage when firing a musket. Scars of War Soldiers have advantage when making Strength tests to resist disease and the effects of drugs and alcohol. War leaves its marks. Combat Prowess When Soldiers test their Strength in combat and roll their exact Strength value, they can perform an extra action after resolving the first one. D6 1 2 3 4 5 6 Instant Background Wandering mercenary Outlaw traitor Fugitive deserter Uncredited war hero Laid-off infantryman Disgraced general Merciless The threat range of critical hits of Soldiers is equal to their level. For example, a level 4 Soldier scores a critical with a 1-4. When Soldiers score a critical hit, in addition to the normal bonuses (add 1d4 of damage and adversary can’t use armour dice), they may roll 1d6 in the table and apply the effects. The table only works with melee weapons. Gaining New Levels When advancing to a new level, Soldiers’ critical hit range augments and they may try to raise one ability of their choosing (by beating its score on a d20 roll). Extra experience points: killing strong enemies and foes, selling his or her services as a mercenary, going into war, and similar. D6 1 2 3 4 5 6 Critical Hit Brain piercing. Kills the opponent instantly. Disembowelled. If adversary survives, it only has one more turn before bleeding out and dying. Maimed. Adversary loses 3 points in both Strength and Dexterity. Stun attack. Target is immobilised during this round and the next. Disarmed. Destroy opponent’s weapon, if carrying one. Savage strike. Add 2 points of damage to the damage roll.
LEVEL ADVANCEMENT Lv 1 Lv 2 Lv 3 Lv 4 REPUTATION: (LIST ANY REPUTATION-CHANGING EVENTS HERE) SPECIAL ABILITIES Military training: no disadvantage with big weapons and advantage with muskets Scars of War: advantage on resisting disease, alcohol and drugs Combat Prowess: extra action if rolls exact Strength Merciless: critical threat range equals level and has separate critical hit table 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ARMOUR: MAIN WEAPON: (PLACE ARMOUR DICE ATOP THE F IGURE) 0 1 2 3 4 5 6 7 8 9 10 11 12 SOLDIER NAME: BACKGROUND: CHA INT DEX LUCK (MAX) STR LUCK (CURRENT) HP INVENTORY
36 SWASHBUCKLER Max hit points: 10 Main ability: Luck Weapons of choice: swords and firearms Armour: cloth and leather armour Starting Equipment Swashbucklers start with one cutlass, rapier or sabre (medium weapon), one pistol or musket & ammunition (d8), one cape (counts as cloth armour), 4d10 SP and one rare book (Divine Comedy or Don Quixote). Chance Champion Swashbucklers regain 1d3 of Luck per long rest, up to their original value. Swashbuckling Deeds At the start of combat, Swashbucklers receive one deed token per level of experience. They may spend these to perform the feats below – the same deed can be used multiple times. When performing them, Swashbucklers may test their Luck instead of the usual Strength or Dexterity roll (to hit). → Flintluck: shoot a loaded firearm with double advantage. → Touché: can fight back with a sword even when hit by an adversary. Does not have disadvantage. → Fab fencing: make an extra attack in this turn of combat with a sword. D6 1 2 3 4 5 6 Instant Background Bankrupt pirate Former king’s musketeer Expatriate corsair Fencing tutor Self-proclaimed poet Duelling artiste → Quixotism: roll an extra damage die in this turn (only with a sword). If to hit fails, the deed is wasted. Fortunate Swashbucklers may test their Luck in any saving throw situation. Duelling Swashbucklers can never refuse a duel. Their pride obliges them to fight whenever they are challenged. Before each duel, they must roll 1d4 on the table below. Gaining New Levels When advancing to a new level, Swashbucklers gain more deeds per combat and may try to raise one ability of their choosing (by beating its score on a d20 roll). Extra experience points: duelling and slaying foes with bold swashbuckling stunts, and similar. D4 1 2 3 4 Psychology Test Superiority. The Swashbuckler can make two attacks per turn at no additional cost (no need to burn Luck). Egotism. The Swashbuckler must fight this duel until one of the sides is dead. Vanity. In the first two rounds, the Swashbuckler will not attack and simply try to dodge (make Dexterity tests to represent this). Arrogance. The pride of the Swashbuckler obliges him or her to fight without any piece of armour.
LEVEL ADVANCEMENT Lv 1 Lv 2 Lv 3 Lv 4 REPUTATION: (LIST ANY REPUTATION-CHANGING EVENTS HERE) SPECIAL ABILITIES Chance Champion: regains 1d3 Luck per day Swashbuckling Deeds: do combat stunts a number of times equal to level per fight Fortunate: can test Luck in any saving throw situation Duelling: can never refuse a duel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ARMOUR: MAIN WEAPON: (PLACE ARMOUR DICE ATOP THE F IGURE) 0 1 2 3 4 5 6 7 8 9 10 11 12 SWASHBUCKLER NAME: BACKGROUND: CHA INT DEX LUCK (MAX) STR LUCK (CURRENT) HP INVENTORY
So then, his armour being furbished, his morion turned into a helmet, his hack christened, and he himself confirmed, he came to the conclusion that nothing more was needed now but to look out for a lady to be in love with; for a knight-errant without love was like a tree without leaves or fruit, or a body without a soul. As he said to himself, “If, for my sins, or by my good fortune, I come across some giant hereabouts, a common occurrence with knights-errant, and overthrow him in one onslaught, or cleave him asunder to the waist, or, in short, vanquish and subdue him, will it not be well to have some one I may send him to as a present, that he may come in and fall on his knees before my sweet lady, and in a humble, submissive voice say, ‘I am the giant Caraculiambro, lord of the island of Malindrania, vanquished in single combat by the never sufficiently extolled knight Don Quixote of La Mancha, who has commanded me to present myself before your Grace, that your Highness dispose of me at your pleasure’?” Oh, how our good gentleman enjoyed the delivery of this speech, especially when he had thought of some one to call his Lady! T here was, so the story goes, in a village near his own a very good-looking farm-girl with whom he had been at one time in love, though, so far as is known, she never knew it nor gave a thought to the matter. Her name was Aldonza Lorenzo, and upon her he thought fit to confer the title of Lady of his T houghts; and after some search for a name which should not be out of harmony with her own, and should suggest and indicate that of a princess and great lady, he decided upon calling her Dulcinea del Toboso -she being of El Toboso- a name, to his mind, musical, uncommon, and significant, like all those he had already bestowed upon himself and the things belonging to him.
TIP CORNER HIT POINTS As mentioned, in this system the hit points of characters are static. They do not increase when PCs advance to a new level. This is perhaps one of the main differences that sets it apart from other OSR games. This choice in design is meant to keep a historical in-play verisimilitude: if characters are hit by an axe in the head or take a bullet, they will probably die. This makes combat faster, scarier, deadlier and a lot more dramatic. This does not necessarily mean that the PCs are going to die on every corner. Many of them have tokens, healing capabilities, tricks and so forth that prevent damage or even death. And, even if their hit points drop to zero, they are still allowed to roll on the zero hit points table, which kills them with only a roll of 6. But this design makes it that players are usually scared of starting a fight and that’s exactly where you want them. In the event that the GM is exporting modules from other OSR games, it is recommended to choose and play low-level adventures, so that the PCs are not confronted by a human that is a HP-mountain. If that’s the case, the GM is advised to convert the hit points of adversaries according to the following table: DAMAGE Due to the hit points system, it is recommended that weapons never cause more than 1d8 of damage. This means that, when converting from other games, the GM should limit the damage of all mundane weapons by as much. Magic and supernatural beings on the other hand can cause whatever damage the GM sees fit, but their usage should be limited. This will create a gap between mundane weapons and supernatural damage-inflicting stuff. That’s in the spirit of this game and a great way to instil a historical feeling into the game. SKILL ROLLS Many OSR games use difficulty levels (for skills) that characters must beat using a d20 roll. This game does not use such mechanics, simply asking players to roll under the appropriate ability. At the GM’s discretion, it is possible to give PCs advantage or disadvantage to certain actions to make up for this. If a task appears as easy in another game, roll with advantage. If the task is hard, roll with disadvantage. If it is almost impossible to achieve, give double disadvantage to characters. Humans (or default races) Big animals Supernatural Max. hit points 12 24 Whatever the GM wants 39
CONVERTING MONSTERS To adapt the stats of monsters from other OSR games, the GM can convert any attack bonuses into extra points of Strength (for monsters that do melee damage) or Dexterity (for monsters who attack from range). The base values for Strength and Dexterity is 8. For instance, a monster with an attack bonus of +6 doing melee damage would have Strength 14 in this game. The maximum value is 18. Attack Bonuses that would make monsters have more than 18 points of Strength or Dexterity are ignored. The damage that monsters do, as well as their hit points, remains the same. CONVERTING AC To convert AC from other OSR games that use ascending armour values, the GM can use the chart below: AC 10 11 12 13 14 15 16 17 18 19 20 Treat as No armour Helmet Cloth Armour Cloth Armour + Helmet Leather Armour Leather Armour + Helmet Cuirass Cuirass + Helmet Plate Mail Plate Mail + Helmet Plate Mail + Helmet + Shield 40
Why this game? Welcome to the 17 th century minimalist. This is a fast-paced and highly-deadly game with a pinch of black humour that puts characters as wanderers in 17 th century Europe. You will play as tricksters, thieves, former soldiers, bankrupt swashbucklers and petty physicians, roaming the Old Continent in search of coin and glory. The system is designed to allow fast character creation, compatibility with other games (mostly in the OSR community) and a reckless style of play. →All rules are simplified and compressed to their essence. →It assumes a historical, low-fantasy setting in the 17 th century. →It has firearms with flintlocks. →It does not have magic. → Combat is faster, deadlier and scarier. → Why? Because characters do not gain more HP in higher levels. →It has novel mechanics for experience and reputation. The two together offer opportunities for a more narrative style of play.