so1um                0.
6
                                                              Determine Difficulty.
                                                              To randomly determine difficulty of a task, roll a d6:
                                                                    1- A
                                                                        utomatic        4- Average
Create your hero.
                                                                    2- Simple           5- Tricky
Roll 3d6 once each for Body (physical prowess &
                                                                    3- Easy             6- Hard
health), M ind (mental capacity & intelligence),
Spirit (spunk & willpower). Count dice with even #s        Resolving Combat.
for each stat. If no even numbers are rolled, the stat        Resolve combat just like contests with each opponent
equals 1. For Hit Points roll 2d6, count the evens and        making a single attack. Instead of beating a difficulty,
add this to Body score. Heroes begin with one cliché,         each side rolls dice equal to applicable stats (adding
roll 2d6, and gain one cliché for each even number            one die if a cliché applies) and then compares dice
rolled. If you wish, determine a past, looks, quirks, etc.    rolls. The HIGH roll wins. If the die rolls are a tie,the
Be creative and stuff.                                        attack is a draw and no damage is caused.
Determine goals & the first scene.                            Taking/Causing/Healing Damage.
Figure out why your character is there and where              If you succeed at a combat check, subtract one HP
they are in their story. This is a short description of     from the enemy. When taking damage, you may
where our hero is and what's happening. Imagine a             reduce the Body score instead of HP. Any subsequent
starting point for your adventure. Are you stealing          Body contests use the current score. When Body or
space station plans? Are you plundering a tomb?               HP reach zero, death occurs. Heal HP at a rate one per
                                                              eight hours of rest, one Body at a rate of one per day.
Begin asking questions.
To begin play, ask a question that has a Yes or No         Gear and Loot
answer, it is important to keep it simple. Are guards        Useful gear allows you to reroll one die once when
present? Do I encounter a trap? F    or each question,       performing a task for which the piece of gear was
roll a d6 and consult the table below. If the hero has        intended. Dice are then compared again to determine
an applicable cliché or an advantage, roll 2d6 and pick       the outcome of the contest. Characters can only
the best result. If the character has a significant           benefit from one piece of gear, weapon, or armor per
disadvantage, roll 2d6 and use the worst result.              check and are only allowed to reroll one die once per
        1- N
            o, And            4-Yes, But                    check. Note that in combat it is assumed all are
        2- N o                5-Yes                         properly armed/armored and this rule would not be
        3- N  o, But          6-Yes, And                    applicable.
And & But Results.                                            Example clichés.
And amplifies, while B
                        ut mitigates. No, And means     The veteran warrior, Nimble-fingered rogue, Sneaky little
things went really bad. No, But softens the blow a bit.     bastard, Spellbinder of the elemental flames, Priest of
                                                              Asaradin, Sticky fingers, Smuggler with a heart of gold
Yes, But is successful but with a drawback. Yes, And
is all kinds of awesome.                                      Sample Characters:
   1- Nothing significant happens                             Alessandor the Blade  B:2 M:1 S:1 HP:2 Cleric of Pastorin,
   2- An obstacle or something that aids the hero             Master of the Duel
                                                              Byran Spellslinger  B:1 M:3 S:2 HP:1 Mage of the Forgotten
   3- A unique feature or situation
                                                              Water Splendids, Adaptus of the Gilded Staff of Dur
   4- A unique feature or situation
   5- NPC (1-3 friendly, 4-5 neutral, 6 not friendly)         Sample Monsters:
   6- Monster (1 friendly, 2-3 neutral, 4-6 not friendly)     Goblin B:1 M:1 S:2 HP:1 Sneaky little bastard
                                                              Beholder B:2 M:4 S:3 HP:4 S  pell-casting eyeballs
Contests.                                                     Owlbear B:4 M:1 S:3 HP:5 Grapple, Berserk
When your character comes into dangerous or risky             Squidhead B:2 M:5 S:4 HP:6 Mind control, Illusion magic
situations, determine Difficulty (either via narratory        Troll B:4 M:1 S:2 HP:4 Regeneration
                                                              Zombie B:1 M:1 S:1 HP:1 Silent, Infection
license or dice, s ee below). Use dice equal to Body,
Mind, or Spirit for the contest, adding one die to the                           by matt jackson - msjx.org
                                                                           licensed under Creative Commons Attribution 4.0
roll if a cliché is applicable. If ONE die rolls equal to              inspired by tinysolitarysoldiers.blogspot.com & others
the Difficulty or higher, you succeed!                                    many thanks to Carsten, Bruno, Bryan, Josh + Noah