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This document outlines the rules for a tabletop role-playing game, detailing character types, actions, rolling mechanics, encumbrance, advancement, and game management. Players choose characters with specific skills and specialties, and actions are resolved through dice rolls with varying outcomes. The document also includes guidelines for running the game, managing player interactions, and handling game elements like gear and mystical goods.

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Jiří Reiter
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0% found this document useful (0 votes)
33 views2 pages

74 - 00

This document outlines the rules for a tabletop role-playing game, detailing character types, actions, rolling mechanics, encumbrance, advancement, and game management. Players choose characters with specific skills and specialties, and actions are resolved through dice rolls with varying outcomes. The document also includes guidelines for running the game, managing player interactions, and handling game elements like gear and mystical goods.

Uploaded by

Jiří Reiter
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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RULES CHARACTERS

PLAY: Players state what their characters do. ► Choose your character’s specialty.
The referee states if their action is impossible,
FIGHTER: Skilled in fighter D8 and resist dragon
requires extra steps, or demands a cost. Players
breath D8. Choose one: dwarf D8, elf D8, or
only roll to resolve costs.
increase one skill. Take two: big or small sword,
ROLLING: Roll a D6 skill die—higher with a light or heavy armour, or mystical potion.
relevant skill, or D4 if hindered by injury or
SORCERER: Skilled in sorcerer D8 and resist
circumstances. If helped by circumstances, roll
paralysis D8. Choose one: elf D8 or increase one
an extra D6; if helped by an ally, they roll their
skill. Take as many spells as ½ sorcerer skill.
skill die and share the risk. Take the highest die.
Take one: wizard robes, ancestral weapon.
1 Catastrophe. Pay more than the cost.
VICAR: Skilled in vicar D8, resist magic D8, and
What’s more, the action fails.
turn undead D8. Take two: bayeux-mace, heavy
2–3 Oversight. You missed something key; armour, or devotional relics.
the referee introduces it. Choose one: halt
► Choose alignment or determine (2D6).
the action; or succeed at a steep cost.
2–5 Forceful
4–5 Complication. You pay the cost and the
action succeeds. The action causes a 6–8 Avoidant
complicating development.
9–12 Cooperative
6+ Success. Pay the cost and succeed.
The higher the roll, the better. ► Choose or invent spells.

ENCUMBRANCE: Actions may be hindered if you Clear Barrier, Cloak of Iron, Crystal Shrinking,
are wearing heavy armour or carrying treasure. Deflect Sound, Dreamer's Sadness, Living Arrow,
Mana Lance, Mystic Tunnelling, Ooze Shield,
ADVANCEMENT: After a session, increase a Ring of Stone, Serpent Kiss, Sigil of Brilliance,
skill (none⮕D8⮕D10⮕D12), gain d6 gold (gp) or The Lantern of Fish, Torch Breaking
a new spell.
DEATH AND DISMEMBERMENT: When killed,
make a new character to join in ASAP.
GEAR
RUNNING THE GAME: Lead the group in setting ►Take a rucksack and 2gp. Items and upgrades
lines not to cross in play. Fast-forward, pause, cost 1gp each. Disregard minor purchases like
or redo scenes for pacing and safety, and invite a knife or a meal.
players to do likewise. Present dilemmas and
DEFENCE: light armour (leathers ect.), helm,
problems you don’t know how to solve. Move
heavy armour (chain / plate), shield.
the spotlight to give everyone time to shine.
Test periodically for bad luck (e.g., run out of OFFENCE: light weapons (dagger / staff), bow,
ammo, or into guards) — roll D6 to check for heavy weapons (greatsword / battleaxe).
(1–2) trouble now or (3–4) signs of trouble.
TOOLS: Bag of flour, ten-foot pole, iron spikes,
Offer rulings to cover gaps in rules; double back
salted rations, bamboo rope, tinderbox.
during a break to revise rulings as a group.
MYSTICAL GOODS: blue candle, greek fire,
unguent of swelling, mage sundial, lizard teeth.

Text & layout by Sean F. Smith after Jason Tocci,


licensed under a Creative Commons Attribution
4.0 licence (CC BY 4.0). Cover art by H. Pyle
from public domain. Nazi slags get in the bin.

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