# ONE SHEET RULES
One player, the Referee (Ref), runs the game. The rest of the players control
adventurers in a world where magic works and monsters exist. These are Player
Characters or PCs. Characters controlled by the Ref are called Non Player
Characters (NPCs).
# Character Creation
Assign 3 points to your stats in any way you see fit.
Strength (STR): Used for melee attacks and saves requiring physical power and
toughness.
Dexterity (DEX): Used for ranged attacks, dodging, climbing, sneaking, balancing,
etc.
Intelligence (INT): Used for magical attacks and resisting magical effects,
tracking, navigating, searching for secret doors, and recalling lore.
Hit Points (HP): Roll 3d3 to find out how many HP you have.
Choose a Talent, something your character is so good at they get Advantage.
Greatsword Expert would give you advantage when rolling to hit with a two handed
sword. Burglar would give you advantage when climbing or moving stealthily. Talents
should not be too broad, applying to one or two things at most. The Ref has final
say on whether a Talent is acceptable.
You get inventory slots equal to your 10 + STR. For each item you exceed this
limit, 1 is added to the difficulty of all STR and DEX tests.
Choose 3 items of Gear from this list: A Weapon, A Level of Armor, Rations,
Torches, 50 ft Rope, 10 ft Pole, Flint & Steel, A Spellbook, Thieves Tools. Unless
otherwise stated each item takes up 1 inventory slot as does 100 coins.
Weapons come in three classes, light (e.g., daggers, shortbows), medium (e.g.,
broadswords, longbows) and heavy (e.g., greatswords, crossbows). These take up 1, 2
and 3 inventory slots respectively.
Each level of armor grants +2 to Armor Defense and takes up 2 inventory slots.
Thieves tools are needed to pick locks or disarm traps.
A spellbook contains an individual spell which you can cast once a day. To do so,
you must hold it in both hands and be able to read it aloud. Your INT must be at
least equal to the level of the spell. Unless otherwise stated all spells have a
range of Near. If the spell affects a monster you must make an INT roll against 10
+ the monsters HD for it to take effect. Here are some spells to get you started
(level in brackets):
Sleep (1). Puts up to 4 HD of monsters to sleep for INT rounds.
Heal (1). Range touch. Heals d8 HP of damage.
Light (1). Object shines like a torch for 1 hour per INT point.
Invisibility (2) Become invisible for 1 min per INT point or until you attack.
Fireball (3) 1d6 damage per INT point to d4 near targets.
Anna gives her new PC Cornelius STR 3 Dex 0 and INT 0. He is a close combat
scrapper so she gives him a two-handed sword and two levels of armor for +4 Armor
Defense and chooses Greatsword expert for his Talent.
## Doing Stuff
At the start of combat, roll a d20. If the result is 11+ the players go first,
otherwise the monsters do.
There are 4 abstract ranges; Close : 0 - 5ft, Near : 5 - 60ft, Far : 60 - 120ft,
Distant : 120+ft.
On their Turn a character can move somewhere Near and perform an action at any
stage of the move. If they take no action, they can move somewhere Far instead.
Anything beyond Far is Distant and takes 3+ moves to get to.
When the outcome of an action is uncertain roll a d20 and add the relevant stat. If
the total equals or exceeds the Difficulty, you succeed. Difficulty is normally
equal to 10 + the HD of the monsters. If there is no opponent with HD to contend
with then base difficulty is 12.
If the Ref decides circumstances are in your favor, you have Advantage. If the
situation is against you, you have Disadvantage. Advantage lets you roll an
additional dice and pick the best result. Disadvantage makes you roll an additional
dice and pick the worst result. Advantage and Disadvantage on the same roll cancel
each other out.
Players make all the die rolls. When a player attacks they use the appropriate
stat. When they defend in combat, they use their Armor Defense or DEX whichever is
higher against physical attacks. They use their INT against magical attacks.
In combat a successful attack with a light weapon does d6 damage, a medium weapon
does d8 damage. Heavy weapons do d10. Improvised weapons do d4. Monsters do 1 + HD
damage. When your hit points reach zero, you die.
You heal d8 points of damage per night of rest or per ration eaten.
Hit Dice (HD) are a measure of a monster’s strength. Each HD grants 4 Hit Points or
a d8 if the Ref prefers to roll them.
Cornelius fights a 1 HD orc and a 2 HD ghoul. Anna rolls 14 for initiative and goes
first. Cornelius strikes at the orc, adding his STR to the d20 roll. His greatsword
Talent lets Anna roll two d20 and pick the best. The total is 17. The orc is a 1 HD
creature so Cornelius only needed 11 to hit. Anna rolls 5 for damage and the orc
dies. The Ghoul now attacks. Anna rolls a d20 to defend, adding Cornelius’s armor
of +4 for a total of 9. Our hero needed 12 and thus takes three points of damage.
The ghoul has paralysing venom. Cornelius needs to make a 12+ STR roll or be
paralysed as well as taking 3 damage.
## Advancement
After a successful adventure, roll a d20 for a stat of your choice. If you roll
higher than 10 + the current stat then the stat increases by 1. If your stat
increases your HP also go up by 1d3. Two successful advances are equivalent to
roughly one level in other old school games.
## License
One Sheet Rules was written by William King and is released under a Creative
Commons Attribution 4.0 International License: You are free to share and adapt this
material for any purpose, including commercially, as long as you give attribution.