80%(5)80% found this document useful (5 votes) 935 views30 pagesThe Black Hack - The Indie Hack
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, 
claim it here.
Available Formats
Download as PDF or read online on Scribd
a
2
JN US
RESSCredits
The Indie Hack
First Digital Edition (August, 2016)
© 2016 Slade Stolar, all rights reserved.
Writing, Layout, and Publishing
by Slade Stolar at scablandspress.com
Artwork
by herror /J. Carlos Andrés at heroru.com
Direct and Indirect Help
by Ron Edwards, Paul Czege, Robert Bohl, The
Bakers (Meguey and D. Vincent), Chris McDowell,
and (of course) David Black, David Schirduan and
Ole Peder Gizever provided very useful feedback.
Rules Playtesting
by Thomas Novosel, Benjamin Kramer, Aaron
Griffin, Dave Nearing, and Jake Sotodelvalle,
Thomas, Benjamin, and Aaron played these rules
with great care and a focus on making them
functional and fun. Their playtest is reproduced
with some modifications in the "Example
Adventure" at the end.
Additional Thanks
This game wouldn't exist without The Threeforged
RPG Design Challenge (Paul Czege), Forge Midwest
(Willow Palecek, Tim Jensen, and Shari Corey), and
On The Remembered Slopes (Dave Nearing). These
communities pushed me to play and make new and
better games,
Additional thanks to all those who expressed
interest in the game in its early stages: I probably
wouldn't have finished it without being pulled
forward by excited, curious, and encouraging GMs
and players.
Scorching
Ron Edwards provided consulting on the main
mechanic of an earlier game that got rolled into the
rules of The Indie Hack. I consider this game to have
been Scorced by the Gaze of Adept Press.
ScoRCHED
BY THE
APEPT PRESS
Inspirations
This game would not exist without dozens of other
games that I have played and shamelessly borrowed
ideas from:
Apocalypse World inspires the dice mechanics and the
approach to light-weight, deadly, story-focussed
gaming. The minimalist, hinted-at setting, game
economy, and player-driven details should be
familiar to players of Apocalypse World. If you want
to say that this game is Powered by the Apocalypse,
that's fine with me.
Dungeon World inspires the relationship mechanics
and the idea of cutting adventuring down to its core
awesomeness.
Info the Odd inspires the approach to monsters,
magic items, and weirdness.
‘My Life with Master inspires the mechanics that
replace alignment mechanics, namely, Masters.
Swords Without Master inspires the tone mechanic in
the Advanced Play section.
Advanced Dungeons and Dragons, Second Edition,
was my first edition of D&D. I've logged more hours
with 3rd Edition (and 3.5), but AD&D2e was the
beginning of an obsession,
The Black Hack, of course, inspired nearly everything
For further hacking...
If you want to hack tis hack, please get into contact
with me. Games and adventures that are based on
(and require) The Indie Hack are fully encouraged
However, as of writing, the images and text
contained herein cannot be copied freely, Permission
is granted to reproduce the page beginning
"Character Sheet” (near the end of the book) for
personal useThe Indie Hack
 
What is This?
The (TI) is fantasy
roleplaying game that is played with pencils, paper,
dice, and imagination. It takes OSR-style gaming
and gives it an indie edge
Indie Hack a minimalist
There should be one G
five players.
me Master (GM) and two to
 
Game terms are in bold upon first mention.
Understanding the Mechanics
Using The Indie Hack, you'll be telling stories with
lots of interesting, strange, and/or frightening
details. Details are properties or conditions (e.g,, the
sword that you dig up in an ancient battlefield
might have the details Rusty and Dull). Details are
written down when they are added to a character,
scene, enemy, or item. Details are crossed out when
they no longer hold true (e.g., if you pay to have the
old sword repaired, Rusty and Dull might be crossed
out and possibly supplanted by Shiny and Sharp).
 
Adding Details
Hard details are added when rolling the dice and
describe a fundamental change to some property of
a person, place, or thing (eg, dealing damage,
changing an object, annoying someone). In point
form, note down all hard details added to a
character, weapon, enemy, ete. (¢.g., when a player
says "I slash it with my sword!", rolls and is over by
2, and therefore, has one hard detail to spend, add a
detail like Deep incision to the monster. The player
won the challenge by rolling and being over by 2;
the effect of that victory is represented by a change
to the monster in the form of a hard detail.)
 
Soft details can be added more freely and make
only temporary or superficial changes to the world
(eg, moving around, calling out to an ally, asking a
character a question). Soft details need not be
written down. If granted a hard detail, you can
chose to add a soft detail instead.
A scene detail is a detail that changes the scenery or
your tactics, ie,, things that are part of the scene, but
not a property of a character or item. (e.g,, "My mace
smashes the floor tile to pieces!" or "I slash at his left
arm!" are scene details.) If granted a hard detail, you
can chose to add a scene detail instead. For each
scene, the GM will maintain a list of scene details.
Details are typically negative or positive. Negative
details are typically damage details, which indicate
damage to a character or item. Positive details are
beneficial properties (eg, Shiny and Sharp for a
sword),
Meeting Challenges
‘The actions of characters meeting, challenges that
have risks and rewards are resolved by rolling two
six-sided dice (246) with one Light Die and one
Dark Die. The Light Die represents the difficulty of
the challenge (and, if higher, GM detail), Tae Dark
Die represents the characters heroism and prowess
(and, if higher, player details) The player rolls 1
Light Die and 1 Dark Die and compares the results
‘The player always rolls both dice
Use the chart below to interpret the result:
ADraw Each side adds one hard detail.
Over by 1. Winning side adds one hard detail but
incurs one hard negative detail (e.g.,
counting against the capacity of their
armour or weapon) added by an ally.
Overby 2 Winning side adds one hard detail.
Over by 3. Winning side adds one hard detail and
done scene detail
Overby 4 Winning side adds one hard detail and
so does one ally,
Over by 5+ Winning side adds two hard details.Reaching Capacity
Certain details have a capacity, whichis a number of
relevant negative details that must be added before
the item or character is rendered out of action. (eg,
All characters have a detail of the form Fallen ( /4)
that indicates the number of damage details that can
be added before the character falls in battle. Here,
the capacity of Falen is 4)
Learning about the Environment
Players can roll (typically using Precise or Clever) to
learn about their environment. Player details are
questions about the surroundings that the GM must
answer (often as scene details). GM details are
unpleasant truths, signs of danger, or ill omens.
Exploiting Details
1 a detail would influence the outcome of @
situation, it can be exploited to change the Light Die
roll result by +1 or -L once per scene. (Put a small
check mark next to an exploited detail, to be erased
after the current scene)
Creating Characters
Generating Attribute Scores
The three attributes in the game are Tough, Precise,
and Clever. Base attributes can be positive or
negative, and start at zero (written in square
brackets as [0). First, assign [+1] to one of the
attributes. Second, assign [-1] to one of the attributes.
Third, assign [+1] to a random attribute by rolling
one die:
12 +1 Tough
34 +41 Precise
56 41 Clever
These bonnes add together: [+1] added to [+1] equals
[+2]; [+1] added to [-1] equals [0]. (eg, If you assign
[+1] to Tough, assign [-1] to Precise, and then roll a 2,
and thus, increase Tough again, you end up with
Tough [+2], Precise [-1], Clever [0].)
 
Choosing a Class
There are seven classes to choose from: Veteran,
Exorcist, Hunter, Scoundrel, Elementalist, Occultst,
and Outlander, Each class modifies the player's base
atiribute scores as follows:
Veteran Tough [+1], Precise [0], Clever [1]
Exorcist Tough [+1], Precise [1], Clever [0]
Hunter Tough [0], Precise [+1], Clever [1]
Scoundrel Tough [-], Precise [+1], Clever [0]
Elementalist Tough [0], Precise [-1], Clever [+1]
Occultist Tough [-1], Precise [0], Clever [+1]
Outlander Tough [0], Precise [0], Clever [0]
2g If you had Tough [+2], Precise [-1), Clever (0] and
chose to play a Hunter, your final scores would be
caleulated as Attribute [base valuel+{class value] like this:
Tough [+2}4{0], Precise [-1}+[+1], Clever [0]+l-1}, which
gives totals of Tough [+2], Precise [0], Clever [1].
 
Forming Relationships
During character creation, each character forms a
relationship with each other character. Relationships
can be positive or negative. Other relationships,
including some with non-player characters in the
‘world, will form during the story when having deep
discussions, winning battles, ot overcoming. major
obstacles in pairs or as a team,
Positive example relationships:
means the world fo me.
__ follows a righteous path,
owes me a small debt and will likely repay it
fights the true enemies of the world,
Negative example relationships:
_—misunderstands my intentions.
__ follows the wrong path.
does not want my assistance.
is harried by demons.
Helping Others
Once per scene, you can help another character. The
helper rolls a Dark Die, The player receiving help
chooses which die to accept. If the helper's die is not
chosen, the helper forms a negative relationship
with the helped character (ie., out of indignation). If
the helper’s die is chosen, the helped character forms
a positive relationship with the helper (ic,, out of
gratitude).
Living with Masters
No adventurer struggles for simply selfish reasons,
Each player names and briefly describes. their
Masters (or Master). The Masters can be several
people, a single person, natural (or supernatural)
forces, a set of principles, a belief, or an ideal.
Each character decides to whom (or to what) they
have sworn fealty. Masters starts with two details
describing their goals and/or motivations and/or
methods. Further details can be added to the
Masters later inthe story.Masters can sometimes be called upon to provide
help (and thus, an additional Dark Die).
If the character consistently disobeys the Masters or
exploits their generosity, the character will be called
to account. When called to account, the player has a
scene in which the Masters berate the character (or
the character berates herself) for failing to follow the
righteous/just/penitent/corruptingjetc. path. It will
be difficult to get help from the Masters after being
called to account. Acts of atonement can be
performed to regain the trust of the Masters.
Applying Natural Aptitudes
Natural Aptitudes—special talents or realms of
Knowledge—can also be called upon to provide help
(and thus, an additional Dark Die) once per 8-hour
rest, (Place a small check mark next to the aptitude
used, to be erased after the rest) Tell the GM and
other players what you know and how it applies to
the situation. The GM can also offer ideas that the
character knows but that the player might not.
e.g,, The Veteran has the Aptitude of Endurance. The
players are moving through some difficult terrain, a
cascading mountain chain. The player states, “I'l scout
ahead, resting behind rocks to conserve my energy when
the wind blows.” The GM says "Okay, sounds good; you
can apply Endurance if you roll. You can get water from
the small streams also.”
Using Skills and Spells
Each character class has two skills or spells. A guide
for applying an effect or adding player details is
listed with ‘each skill or spell. GM details might
include being atacked by enemies, creating an effect
that is too small or too large aiming a spell or attack
at allie, or losing the spel or skill until your next
hour rest (place a small check mark next to the spell
or skill, to be erased after a rest),
e.g, The Elementalist has a spell called Shifting Forms.
The players are having trouble convincing a guard fo let
thems have an audience with the lord. The player states,
“Til show him! I'll eave and change myself into the tax-
collector for abit. I rolled 2 over. I spend my detail fo look
like the fax-collector. I waive my hand at the guard —very
dismissively—as I walk past.”
Preparing for Adventures
Adventurers who make preparations are more likely
to survive the perils of the world.
Taking Stock
New characters begin the game with 5 Jingle. When
adventuring, every character takes a set of clothing,
a pack, rations, fiintand-tinder, and a hand weapon
(these do not cost Jingle).
Jingle itself does not count toward pack or sack
capacity.
For reference: A peasant earns roughly 1 Jingle per week
A skilled artisan or bodyguard can earn T Jingle ina day
1 Jingle would cover the cost ofa large feast for one
person, or feed a person fora week on plain food, or an
animal for a month on animal fed. Atoll ofa well
defended road is 1 Jingle for a party. Ferry passage across
4 violent river is 1 Jingle for a party. Sea passage across
an ocean costs 2 Jingle per character. A cask of fe wine
or « work of fine art might be worth
2 (or 3, or more!) Jingle.
 
Resting, Repairing, and Healing
When granted details from ‘healing or rest
characters convert damage details into scars (a hard
detail) at the cost of one-to-one. Re-write the damage
asa scar (e.g., Shallow cuts becomes Thin scars).
In a town, characters can fully rest over night
(remove 2 damage details and add 2 related scars) in
relative safety (and luxury) for the cost of 1 Jingle
each, or 3 Jingle for a room that holds 5 characters.
During a journey, characters may choose to take a
rough rest (lasting 8 hours). In this case, face a
Clever challenge to heal (yourself or another
character) or remove details that negatively affect
armour. GM details will typically be complications
or damage to your tools.
In town, items can be fully repaired at the same cost
as their rarity (Common = 1 Jingle; Scarce = 2 Jingle;
Rare =3 Jingle, Unique = 4 or more Jingle).
  
 
Prayer to the Child
Hey there. I'm (name). I know you're pretty busy, but if
you have some time, L ask you to watch over me. I know
that you can see things and hear things that might come
4 hurt me, so find a woay to let me know if you see or hear
them. Okay? If you want fo do a trade for your help, I can
afer (gamelsong!jokeltrick)
Anypoay, Thanks!tem, Rarity Capacity Notes
Bz
a
z
i
z
a
9
i
7
2
&
2
=
8
z
5
3
2
Scarce Dented ( /4)
F
&
2
a
Scarce Split (/2)
Pack Common Full (/6+Tough)
Blacksmithing Tools Scarce Bent and Dull (/2) Tongs, hammers, bellows, bucket, etc.
c
ante Common Extinguished (/4) Oil is burnt over time.
Rations Common Consumed (/4) Includes dried foods, cheese, bread, water, ct
 
‘Twine Common Snapped (/2) Damage details and items supported count toward
capacity.
Sack Common Full(/2+Clever) Uses one hand.
Candle Common Burnt (/3) Wetness renders useless. Torch is burnt over time.
Herbalists Comucopia Rare Burnt (/3) Poison, incense, healing herbs, curative roots, etc
Quiver of Arrows — Common Lost (/3)
Heavy Weapon Scarce Smashed (/4)
 
&
iow Scarce Warped (/3) ‘Range: very far. Two-handed (Must use two hands
Longbow Rare Stiff (/4) Range: really quite far. Two-handed (Must use two
hands to wield).
Instrument Scarce OutofTune(/1) ‘Flute, lute, bells, horn, or drum.
Writing Supplies Scarce Written (/3) Chalk, slate, ruler, pen, ink, paper, etc.
Common = 1 Jingle; Scarce = 2 Jingle; Rare = 3 JingleBuying Equipment
Item availability is categorized as common, scarce,
rare, and unique. A character can purchase common
items for 1 Jingle from wandering tinkers, ports, or
markets. A character can purchase scarce items from
merchants or artisans for 2 Jingle. A character can
purchase rare items from collectors or highly skilled
artisans for 3 Jingle. Truly unique items can be
obtained from successful quests and might be worth
4 or more Jingle.
Carrying Items
A character without a pack or sack may carry two
items, one in each hand (total: 2). A character with a
pack may carry 6+Tough items and one in each hand.
(otal: 8+Tough). A character with a sack may carry
2+Clever items and one in one hand (total:
3+Clever). A character with a pack and a sack may
carry 6+Tough+2+Clever items and one in one hand
(otal: 9eTough*+Clever).
Worn items, such as clothing, armour, hats, and
jewelry, do not count towards items carried,
Managing Supplies
Details that indicate the use (or abuse) of items will
often be added during the story. These details are
added either when you are over by 1 ona challenge,
or when the story dictates some damage to an item
Physical-type damage details count toward. the
capacity of weapons and armour. Time-type details
(on different scales) count toward the capacity of
Rations, Candles, Lantern, ete. Note thatthe use of
arrows does not immediately count toward the
capacity of the Quiver of Arrows that is, although
the capacity is 3, the Quiver of Arrows contains
more than three arrows (eg, when over by 1 when
firing a bow: You hit the enemy in the shoulder. He
howls reaches up, and snaps the shaft ofthe arrow,
add the negative detail Snapped arrow. If the player
had been over by 2, no negative detail would be
added: perhaps all fired arrows could be retrieved
atter the combat)Wearing Armour
‘The protection of armour is based on its ability to
convert hard damage details to the character into
hhard damage details to the armour (on a one-to-one
basis). Once its capacity is reached, the armour is in
its damaged state and is no longer effective untill
repaired,
Reinforced Leather Cut to Bits ( /2)
Plate Armour Dented ( /4)
Large Shield Split (/2)
Wearing armour totaling 4 points or above reduces
Precise attribute rolls by 1 for all actions requiring
good mobility (eg, climbing, stealth, swimming,
dodging attacks). Additionally, wearing armour that
‘you are not proficient with applies -1 to all Dark Die
roll results,
Monsters might also have armour.
Finding Magic Items
The trouble with identifying magic items is that no
two are alike: each is a work of art brought into
existence by powerful magic.
 
Each magic item grants a unique effect.
Make a Clever test to guess at the magical effects of a
magic item. GM details might indicate the item
being activated accidentally and/or damaging its
user.
Moving through the World
When given a turn by the GM, the player can
perform all kinds of actions within the narrative that
are not particularly challenging, and add as many
soft details as make sense to the story.
When the stakes are high, however, the dice are
rolled and hard details are added to people, objects,
or items. The GM or player can opt to use a soft
detail instead of a hard detail, as dictated by the
logic of the story.
Time and Turns
Timing is a fluid concept in TIH. The focus of the
narrative will jump from one character to another (to
another, to another, ...). The GM will direct this
focus and hand out turns in some natural order as
dictated by the story and the desires of the players.
Movement and Distance
TIH uses the following four distances: close, far,
very far, and really quite far. A character can walk
to far distance as a scene detail. character can run
to very far distance if granted two details (ie., when
over by 3 or over by 5). Characters wearing armour
totaling 4 points or above or carrying a full pack
must pass a Precise test to run; otherwise, they
stumble, reaching only far distance.
Saving Yourself
Reactions to hazards in the world (e,, traps, spells,
difficult climbs, stampeding horses) are made by
testing one of the three attributes, When you're not
sure what kind of test to make, use the following
table as a guide:
Precise Things that might or might not hit you:
Slow or ranged enemy physical attacks,
fireballs, falling rocks, lightning, most
traps, projectiles, etc.
  
GM details might be damage details or other
negative detail effects (Sleep, Paralysis, Trapped by
rocks, Charmed, Scorched flesh, etc). Player details will
typically be soft details describing evading the
danger.
Prayer to the Mother
‘Mother. Lam (name).
Please grant me your strength and knowledge.
Grant me the power to create
and to correct the world for its wrongs.
Protect me from great evils
and the smail evils that people allow.
Guide my (artlskill magic).
Tam your child and servant.Fighting Monsters
Having Random Encounters
When in a dangerous area, every so often, ask a
random player to test Precise or Clever to notice
signs of monsters nearby. Add the monster's
challenge level (CL) to the Light Die. Typical player
details describe gathering information about the
monster's activities. Typical GM details are soft
details describing the monster getting closer (after
several such details, the monster arrives). If two
hard details would be added by the GM, instead, the
monster catches the group by surprise.
Powering Monsters
The power of a monster is dictated by its challenge
level (CL). The CL is added to the Light Die during a
challenge involving the monster, thereby reducing
the player's chance of success
When converting from levels in other systems, use
the following table as a guide:
Monster HD/level Challenge Level
12 0 (or-1 if weak)
uM oO
36 4
738 42,
9 8
Monster Reactions
Sometimes, the monster has other motives than
killing (and likely eating) the characters. If you're
not sure how the monster views the players, roll on
this table:
1-2 A threat (call reinforcements or attack)
34 A nuisance (flee or harass)
56 Anally (give aid or offer a trade)
Determining Who Acts First
When combat begins, unless the players are
ambushed or surprised, they all act first (in an order
of their choosing). Thereafter, the monster retaliates,
If there is any doubt as to which side is surprised,
the player closest to the monster must be over on a
Precise challenge to have the players act first.
Time in combat is a fluid concept, and the GM will
hand out turns as dictated by the narrative,
However, as a general rule, do not allow the same
player to roll the dice twice in a row, unless all of the
players demand to see a resolution to that part of the
conflict.
Attacking and Defending
To attack with physical weapons, a player rolls a
Tough or Precise challenge. The player adds their
Tough or Precise score to the Dark Die; the monster
adds their CL to the Light Die.
In general, players can choose to apply Tough or
Precise in combat. However, certain weapons must
use certain stats: Heavy Weapons must use Tough,
Dueling Weapons and Ranged Weapons must use
Precise. When fighting with weapons that you are
not proficient with, use the lowest of Tough and
Precise. When fighting without a weapon, use your
lowest Attribute,
When casting spells in combat, a Clever or Precise
challenge is rolled, as dictated by the spell.
‘The winner applies damage and other details as
described in the Meeting Challenges section above,
GM wins indicate the inability of the players to
defend themselves against monster attacks, and will
apply damage or other negative effects to player
characters.
Making Ranged Attacks
The range listed for bows, crossbows, and some
spells is the maximum range at which they can be
targeted (for example, a Longbow has a range of
really quite far, but may also be fired at very far or
far with no penalty). Ranged weapons can be fired
at close range using the lowest of Tough or Precise
When using a ranged weapon that you are not
proficient with at close range, use your lowest
Attribute.
Banishing the Unliving
When a character banishes the unliving, the number
by which the roll is over indicates the number of
damage details spread evenly among the monsters
being banished.
GM details are typically soft details indicating that
the banisher has drawn the attention of the unliving
Prayer to the Crone
Grandmother. You know my name.
You know a great many things.
will burn what you ask me to burn
Twill cull what you ask me fo cull
will destroy what you ask me to destroy.Csr ote ue veto
te eee an
CRE oa ner cc seem eeccs
eee et aca Scr tes
If the players lose the battle or flee, anyone who has
anaes
If the players win the battle and tend to the fallen,
Coes een ae Ld
per
The Three Judges are The Child, The Mother, and
The Crone, Roll on the following table to determine
which judge is most upset with the character:
Cc Cee
Pee Reuters)
 
eee ec eg
Se Oc cad
Cee Oe Rn cet ae ns
eee es eee Lec
become Haunted by The Child/Mother/Crone
Cnn ea hee aoe
After repeated meetings, The Child, Mother, and
cc ac ames
rere
Soa Roe a Rc
Po cc au ee cee Cees
airs
Gaining Experience
eee ee ee oad
ee me
enemies. They make friends. They make friends who
Pe Ce enc
friends.The Veteran
You have stared into the face of death herself. Now, life holds few pleasures, and you must take up your
sword again.
Questions: (answer 2) What did she look like? How many years has it been? Where do you keep your sword?
Who won the last great battle (and how)?
Class Attributes: Tough [+1], Precise [0], Clever [-1]
Natural Aptitudes: (choose 2) Tactics, Fighting Humans, Endurance
Positive Details:
Weapon Master (Proficient with all bows; Hand, Heavy, and Dueling Weapons; and all armour and shields)
 
Cleave Through Foes (:
ided among the enemies)
Splintered Shield (Skill: Add a damage detail to a shield fo cancel all GM detai
ill: If the group is outnumbered or facing a swarm, apply twice as many damage details
  
 
froma single roll)The Exorcist
The end is never really the end, of course. Foul creatures wish to drag you down into the pit, and you must
stop them.
Questions: (answer 2) Who have you lost? Where did you eventually find them? What holds the world
together? What tears the world apart?
Class Attributes: Tough [+1], Precise [-1], Clever (0]
Natural Aptitudes: (choose 3) Endurance, Identifying Symbols, Avoiding Spells, Fighting Unliving
Positive Details:
Holy Weapons (Proficient with Hand and Heaoy Weapons, shields, and Chainmail Armour or lighter)
Banish the Unliving (Spell: Test Clever: Number over indicates the number of monsters banished)
Light of the Mother (Spell: Test Clever: Details cam be spent one-to-one to heal allies, fll a room with light, or detect
monsters)The Hunter
A simple life in a house by a stream is too much to ask from these shattered lands. The dogs bay from their
kennels. The hunt calls.
Questions: (answer 2) Who cares for the dogs in your absence? What is your favoured prey? What stalks the
realm by night? What food enchants people (and how)?
Class Attributes: Tough [0], Precise [#1], Clever [-1]
Natural Aptitudes: (choose 3) Navigation, Stealth, Fighting Insects, Fighting Animals
Positive Details:
Hunting Weapons (Proficient with Hand Weapons, Dueling Weapons, all bows, and Reinforced Leather Armour or
lighter)
 
Track your Prey (Skill: Test Precise: Details can be spent to locate water, animals, or monsters)
‘Skinand Bones (Skill: Test Tough: With raw materials, details can bespent to create valuableskinsorbone weapons)The Scoundrel
‘There is much to be gained in this new economy when no trap or guard can keep you out.
Questions: (answer 2) What's the next big score? What score did you fail to pull off? Whose betrayal will you
remember (and what was it)? Who will remember your betrayal (and what was it)?
Class Attributes: Tough [-1], Precise [+1], Clever [0]
Natural Aptitudes: (choose 3) Stealth, Avoiding Traps, Identifying Symbols, Disguise
Positive Details:
Cruel Weapons (Proficient with—usually sharp—Hand Weapons, Dueling Weapons, Crossbows, and Reinforced
Leather Armour or lighter)
Pilfer (Skill: Test Clever: Details can be spent to obtain items from pockets, conceal weapons, open locks, or spring
fraps)
Aim Between the Ribs (Skill: Test Precise: Details can be spent one-to-one to add damage details to your next
successful attack from behind during this scene)The Elementalist
‘The world is not made of singular stuff, but shifting patterns and energies. Stare deep into the flame. Become
fire herself.
Questions: (answer 2) What remains unchanged? How close have you come to the flame? What burns in the
hearts of the people? What stone structure is built on a foundation of mud?
Class Attributes: Tough [0], Precise [-1], Clever [+1]
Natural Aptitudes: (choose 2) Avoiding Spells, Disguise, Fighting Abominations
Positive Details:
Few Weapons (Proficient with Hand Weapons and Leather Armour)
Disrupt the Balance (Spel: Test Clever: Details can be spent to create or destroy a handful of fire or water, or turn a
handful of stone into mud or mud into stone)
 
Shifting Forms (Spell: Ti Details can be spent to polymorph yourself or others for several seconds)The Occultist
Your journey is brief. Seething power lies buried. The cold ground enfolds us all, in the end.
Questions: (answer 2) What maddening secret do you know? How many more must die? Who most wishes
to see the world come to harm? Who knows your darkest secrets?
Class Attributes: Tough [-1], Precise [0], Clever [+1]
Natural Aptitudes: (choose 2) Stealth, Identifying Symbols, Avoiding Spells
Positive Details:
No Weapons (Proficient with Leather Armour)
Draw Forth the Unliving (Spell: Test Clever: Number over indicates the number of monsters created from fresh
corpses; lasts for the scene)
 
Shade of the Crone (Spell: Test Precise: Details can be spent to deal damage to close or far enemies)The Outlander
It’s time to leave.
Questions: (answer 1 or 4) You can hear them too, can’t you (what do they say)? What lies deep beneath
these hills? Where can you never go? Where must you always return? Can you hear him crying (why or why
not)? What lands have the greatest bounty just beneath the surface?
Class Attributes: Tough [0], Precise [0], Clever [0]
Natural Aptitudes: (choose 4) Avoiding Spells, Disguise, Navigation, Fighting Abominations, Fighting
Unliving,
Positive Details:
Precise Weapons (Proficient with Hand and Dueling Weapons, the Bow, and Chainmail Armour or lighter)
Natural Scavenger (Skill: Test Clever: Details can be spent to gather herbs, ammunition, or supplies)
Sound of the Child (Spell: Test Precise: Details give you
 
sions/sounds of the area at very far range)Character Advancement
The GM will let you know that you have
successfully formed a new relationship, learned a
new skill or spell, developed a new aptitude,
increased an attribute, or increased your Fallen
capacity (in order of least to most difficult/time-
consuming).
However, players should talk to the GM about the
pacing of the story they want: If the players want to
become epic heroes, advancements should be more
frequent. If the players want a gritty, painful
adventure, advancements should be rare.
Forming New Relationships
Characters can form relationships with any character
(player character or non-player character) as
dictated by the story.
Once four relationships exist between two
characters, consolidate the relationship. When
consolidating, make a summary of the relationship
and write it as a new relationship (positive or
negative) for one character (or write one for each
character). Cross out the original four relationships,
Learning New Skills and Spells
Skills and spells that advance should be increased in
power and writien as new, separate details,
New weapon and armour proficiencies can be added
as skill advancements
Advanced skills and spells should be more powerful
than their previous versions and should be added as
separate details [eg., Shifting Forms (Spell: Test
Precise: Details can be spent to polymorph yourself or
others for several seconds) might be advanced to
‘Material Shifts (Spell: Test Precise: Details can be spent
{0 polymorph yourself or others for several minutes)]
Balancing the power of skills and spells is difficult.
‘Work with the group to determine whether a skill or
spell is too weak or too strong,
Developing New Aptitudes
When characters have trained diligently or
experienced things that brought them close to death,
they develop new aptitudes.
Take new aptitudes based on the existing list
Tactics, Endurance, Navigation, Stealth, Disguise,
Identifying Symbols, Avoiding Traps, Avoiding
Spells, and Fighting Enemy Type.
Or take them from the expanded list:
Politics, Trade, Music, and Smithing,
Healing,
Increasing Attributes
Rarely, the character can increase an attribute by 1
The higher the attribute, the more difficult it is to
increase. Obtaining attributes above [12] should be
very difficult. Obtaining attributes above [+3] should
be nearly impossible.
Increasing Fallen Capacity
Very rarely, the character's Fallen capacity can be
increased by 1. The character must first have the
Aptitude of Endurance or have been judged by The
Crone, The Mother, or The Child (additional
increases require having been judged by the other
two judges or developing the Aptitude of
Endurance,
Advanced Play
After the group has exhausted the novelty of the
above rules, the following rules can be added,
Bouncing Details Back
Sometimes the GM or player in a given challenge
does not know what detail(s) to add. In this case,
bounce the detail to another player or the GM to
write. If a highly player-oriented world is desired,
most GM details can be bounced back to the
player(3).
Bargaining with Demons
In their desire for power, many adventurers make
pacts with vile supematural forces, Demons can
always be called upon to provide help (and thus, an
additional Dark Die); however, they always want
something terrible in return (always write a negative
relationship or add a detail that increases their
power),
Write Demons as per Masters, but with explicitly
devious intentions and methods.
Mapping Relationships
The complex web of relationships that develops
during the game can be difficult to recall.
Draw each character and write relationships along
lines connecting related characters.
Mapping the World
Regions have two kinds of details: features and
notables, Neither should be purely positive or
negative, just interesting,
Features are geographical or physical. Temples,
ruins, cities, towns, cliffs, forests, wastelands, rivers,
bridges, and oceans are features.
Notables are people that can make the characters’
lives interesting. Feared lords, influential merchants,
thousand-year-old wizards, and talented artists are
notables. Notables might have relationships with the
characters, and notables might become enemies,
allies, or new Masters.Rolling for Tone
Have the player select a tone for the scene. Have the
GM select a contrasting tone for the scene. Whoever
is over, gets their selected tone. On a draw, the two
tones are juxtaposed, eg, the players are jocular,
whereas the NPCs and world are grim, or vice versa.
Alternate Character Generation
1) Designed Heroes: Have players assign [+1], [-11,
and [+1] any way they choose (ie., no randomness).
2) Random Heroes: Have players assign all three
bonuses of [+1], [-1], and [+1] randomly, using the
attribute names in the table under Generating
Attribute Scores,
3) Experienced Heroes: Have players assign a [1]
for cach decade of experience (max attribute: [+3))
Each decade of experience adds 3 scars. Add a new
negative detail of Retired (/20) that counts scars.
Reaching Milestones
Character advancement can be measured in a new
unit called Milestones. Milestones are gained when.
consolidating relationships, overcoming, incredible
odds, spending weeks training, or witnessing
‘world-changing events
Milestones can be spent as follows:
1 Form anew relationship
3 Learn a new Skill or Spell, or
develop a new Aptitude
4 Increase an Attribute from
[-1] to [+1], oF from [0] to (+1)
5 Increase an Attribute from
[+1] to [+2], increase Fallen
capacity from 4 to 5, or learn
a Skill or Spell from a
different class.
6 Increase an Attribute from
[+2] to [+3] or increase Fallen
capacity from 5 to 6.
Counting Arrows and Components
Its possible to significantly change the feel of the
game (making it more desperate and resource-
focussed) by restricting the material supplies
required for ranged combat and/or spells.
In this case, use Quiver [Capacity: Arrows ( /6)] as it
contains six arrows, which are spent one-to-one to
make ranged attacks. Spells require materials from
the Herbalist's Cornucopia (for the Outlander) or
Flasks of Foul Liquids (for the Occultist); devise
similar items for the other characters by renaming
these two items. Change their capacities to ( /6).
Each unit spent allows the character to cast a spell
once.
Rolling over by 1 means that you spend 2 units (i.e.,
of arrows or magical supplies)
Killing the Masters
If you have more positive relationships than the
total numberof (negative relationships) + (evil deeds
dictated by the Masters that you carried out) +
(details that count toward fallen), make test
(Tough for an all-out fight, Precise for an
assassination, ot Clever for a betrayal), If you
succeed, your Masters are destroyed. Create new
Masters, If you fail, GM details include damage and
tuning positive | relationships into negative
relationships
 
Hacking the Indie Hack
‘The rules presented herein are modular: any section
or subsection can be modified slightly, fully re
written, replaced, or removed for the purposes of a
given play group.
When experienced players and GMs start a new
adventure, they should discuss which rules they
like, dislike, and are ambivalent towards and make
"house rule” modifications as necessary. The GM
should ensure that the players know which rules are
used as-written and which rules are modified.
NotesMonsters
The following section provides example monsters.
All monsters are assumed to be proficient with the
weapons and armour that they carry. When there
are multiple CL options for the Monster, the CL is
chosen by the GM.
Humans
Hedge Wizard/Heretic/Madman
(CL 0) The Crone is watching, She wants them all
DEAD! Who is the weakest among them? What
foulness can you bring down on their heads?
Fallen (/3)
 
Shade of the Crone (Spell: Test Precise: Details can
be spent to deal damage to close or far enemies)
Dried Meats (
 
Rations; worth 1 Jingle)
Herbalist’s Cornucopia (worth 3 Jingle)
Inquisitor! Priest
(CL 02) The Mother is watching, She has judged
them all... How have they disappointed the Mother?
What will be their punishment?
Fallen (/4)
Hand Weapon or Heavy Weapon
Chainmail Armour (/3)
Small Shield (1)
Rations (worth 1 Jingle)
Creep
(CL 0) There is nothing as lurid as an awful truth. If
you move in shadows and print secrets, there is
muuch gold to be gained! What tastes do you cater to?
What remains off-limits?
Fallen (/3)
Hand Weapon
Some Mouldy Food
Disgusting, Libelous Literature (worth 1 Jingle)
Barbarian
(CL 1-2) Our homeland is being invaded by those
who do not understand our tongue or our ways.
What do we hold dear that the invaders do not?
Shall we retaliate or seek to learn their ways?
Fallen (/5)
Heavy Weapon
Leather Armour (1)
A Fresh Kill (Nearby; worth 1 Jingle)
Blighted
"By The Mother, you must help me!"
(CL 0) Where did you come into contact with The
Blight? How has it corrupted your body? What is
your last chance for succor?
Fallen (/2)
Blighted (-1 to all rolls that don’t directly involve
self-preservation)
Clawing Grasp and Infectious Vomit (as Hand
Weapon; be over on a Tough test or become Blighted
yourself)Animals
Baited Bear
(CL 0) After months of being bitten by dogs for
entertainment, these bears can become dangerous to
their handlers. Thereafter, they are either killed or
released into the woods. All such creatures have a
learned hatred of humans.
allen (/6)
Claws (as Heavy Weapon)
Mangy and Scarred
Horse Lizard/Giant Lizard
(CL. 1-2) The lizards of the southem glades are
known to grow throughout their lives; if left
uunculled, they can become horse lizards (so-called
because they can snatch a soldier from atop his
mount). Their bite is tainted by the rotting flesh of
their previous meals
Fallen (/5)
Bite (as Heavy Weapon, “festering wound” if over
by3)
    
Cold Blooded (“Sluggish (-1 to CL)” in the late
afternoon)
Tattered Human Bodies (nearby meals; hand
‘weapons, shredded armour, coins worth 1 Jingle)
Great White Fox
(CL 0-1) The foxes of the north are known to
surround slow caravans and pounce when the
travelers are least ready to defend themselves.
Fallen (/3)
Pounce (as Hand Weapon)
Bite (after attacking with Pounce; as Heavy
Weapon)
Pack Animals (Travel and hunt in groups of 2-4)
Tattered Human Remains (Nearby meals; hand
‘weapons, shredded armour, coins worth 1 Jingle)Derren a Rta
‘Traps can be deactivated by testing Clever. Traps
can be deliberately (and safely) sprung by testing
Precise. GM details are typically damage details.
aw Ea
(CSCC yh ee ae
Cee e CC nee ei)
conto
Sec en)
- Arrow Hole (as Crossbow)
I aiee4 [ae eed
Com CS tn aces aan ero
architects utilize locks that test the mental skills of
Peo m es a een a Smeal
under, other than remaining locked out.)
SO MK EE)
eee oC oe eng
 
 
Presa}
Water/Acid/Fire Trap
(CL 0-1) When this trap is sprung, all characters in
Ce ee eee cea ey
Cea ee Cee nTSD
cloud. Water does not cause damage until the room
Pre canes
onc e7a)
ee Te Coe RO UR CCT OER CLTS
cers)
Rea ea Comore Cree Cu
Cecio)Unliving
Revenant/Hungry Corpse
(CL 0) The newly created unliving are ravenous.
They will eat any flesh that they can find.
Fallen (/3)
Bite (as Hand Weapon, “festering wound” as GM
scene detail)
Hungry
Bones (Remains of nearby meals; coins worth 1
Jingle)
 
Skeletal Warrior
(CL 0) The older unliving are used to defend sites of
importance to powerful necromancers. They rise
only when certain criteria are met (as determined by
the specifics of the spell that binds their souls to
their bones),
Shattered ( /2)
Organized (Rise and attack in co-ordinated groups
of 24)
Hand Weapon and Shield, or Bow
Skelton Cat/Yowling Bones
(CL -1) It is thought that The Child raises these
creatures soon after their deaths as a way to lure
children into the marsh, For this reason, in most
cities, the body of any cat that dies of starvation is
bound in wire or twine and burned in the public
square. Of course, many cats die unnoticed.
Shattered ( /1)
Playful and Intelligent
Claws (as Hand Weapon)
Spirit/Member of the Second Court
(CL 1) Itis unclear whether these spectres are agents
of The Mother or The Crone. Their strange calls echo
among the burial mounts.
Banished (/4)
Forelorn Howl (as Bow)
Incorporeal (Not
weapons or attacks)
Lich/Member of the First Court
(CL 3) These fiends are driven by the pure, selfish
desire to see all life bent to their wishes (or
destroyed). They often appear with a sigil or
talisman that acts as a nexus of foul energy.
Banished ( /6)
damaged by non-magical
Enfeebling Touch (as Heavy Weapon, temporary -1
to Tough if over by 3)
Incorporeal (Not
‘weapons or attacks)
damaged by non-magical
The Wealth of Many Ages (Nearby jewels,
artworks, wine, and coins worth 8 Jingle)fed
Abominations
Sentient Ooze
(CL 2) Very few adventurers have seen these
creatures; however, several ancient tomes describe
an army of green, glowing warriors fighting in
battles for a powerful sorcerer.
+ Separated (/4)
Thrown Acidic or Basic Globules (as Hand Weapon
or Bow; ignores armour; burning, but neutralized
with Lye or Acid)
Highly Intelligent
Unable to Speak
Seductive Wisp
(CL 1) The Mother cannot protect you from certain
kinds of magic. These apparitions appear as
beautiful humans and draw adventurers to their
doom,
Dissipated (/3)
Incorporeal (Not
weapons or attacks)
damaged by non-magical
 
Unnatural Beauty (Test Clever, GM details describe
being drawn in a disadvantageous direction)
Animated Statue
(CL 0) Certain statues are cursed human warriors
who have offended powerful forces. They often
stand guard at the gardens (or tombs) of powerful
Shattered ( /4)
Hand Weapon and Shield
Skin of Stone (as Plate Armour)
Clockwork Soldier
(CL. 0) The artificiers of the Eastern Wastes fought
their wars in a more civilized fashion: using warriors
of iron and wood, and powered by alchemy. These
wars are now over. The artificers are long dead.
However, some of their servants remain.
Shattered (/4)
Hand Weapon and Shield
Automaton (unaffected by sleep, poison, and most
spells)Insects (including Molluscs, and
Other Pests)
Grey Worm
(CL.0) The Grey Worm has a massive, winding tube-
like body. It digests its prey slowly, as its gut is only
slightly acidic. Grey worms are known to wait for
most of a party to pass and attack the last member.
Fallen (/4)
Maw of Arrow-head Teeth (as Heavy Weapon)
“Intelligent
Massive Glittering Slug
(CL 1) The shells of these creatures are dazzling to
behold. From a distance, they might be mistaken for
large multi-coloured crystals.
Fallen ( /5)
‘Acidic or Basic Tongue (as Heavy Weapon; ignores
armour; burning, but neutralized with Lye or Acid)
Very Slow
Glittering and Ethereal (CL3 versus ranged attacks)
Banana Slug
(CL 0) If you can get past the texture, the taste is
really quite pleasant.
Fallen (/2)
Very Slow
Delicious (as Rations)
Slime [as Grease or Glue (new items, Consumed
(2), worth 1 Jingle), depending on the season]
Giant Wasp Swarm
(CL 0) These wasps measure three hands wide and
four long. Their sting is painful, but not deadly, at
least, if you can escape the swarm to get treatment.
Fallen (/2)
‘Swarm ( /3) (can attack all foes in an area as Hand
Weapon; gets help on rolls, meaning an addition
Light Die to choose from, until 3 damage details are
added)
Highly Territorial
Flying
Flesh-eating Beetles
(CL 0) These beetles were bred in city sewers to
consume any large material that was disposed of
They have developed a taste for the flesh of animals,
even people. Recent efforts by cities to reduce their
‘numbers have proven fruitless.
Fallen (/1)
Swarm ( /3) (can attack all foes in an area as Hand,
Weapon; gets help on rolls, meaning an addition
Light Die to choose from, until 3 damage details are
added)
Drawn by Smells
Climb Walls and Ceilings
Leave No Scraps
Rare Creatures of Unknown Power
Chitinous Drake
(CL?) Great winged beast.
Crabman
(CL?) Part man, part crustacean,
Troll
(CL?) Stone-like flesh and a hunger for meat.
Pixie
(CL?) Diminutive keepers of gravesitesCharacter Sheet
Name:
Attributes:
Tough [|
Precise [|
C1
Clever
Positive Details:
Masters:
Sears:
Class:
Aptitudes:
Negative Details:
Fallen (/4)
Relationships
Items: Jingle:
Pack ( 16+Tough)
Rations ( #4)
Flint-and-tinder
Hand WeaponExample Adventure
We find our three heroes, an Outlander, a Hunter,
and an Exorcist, fighting for their lives among four
skeletons that are posessed by muscles made of evil
mushrooms,
Hunter: Darn, there are still four left? I'l start firing,
at them. Rolls Precise, I got an under by 2.
GM: You fire off a few arrows, some of which
embed in the ground nearby, some of which imbed
in the meaty mushroom parts, but none of the
creatures go down. During this time, they are able to
move from far to close (That's a scene detail)
Exorcist: Okay, I swing at this close-up creature with
my mace. Rolls Tough. Nice! Over by 4! Tl do one
damage detail to this guy and give the other detail to
our Hunter.
Hunter: By this time, I've seen a few shots and
swings. For my detail, I notice that the hip region is
where they're most vulnerable, so I add that.
GM: Makes sense. You've seen a bunch of these fall
(or not fall, in some cases), so yeah: They'll take
double damage details from shots aimed at the hip
region
Exorcist: I'm going to aim for that then! Rolls. Dang,
Tm under by 4.
GM: Oooh. So you are trying to fight them off when
you notice (remember I said that this was a big
battlefield?) well, two more of these creatures rise
from the ground, from under the moss (Those are
my two details)
Outlander: We need to get out of here. I'l roll Tough
to just grab these guys by the shoulder and get us
out.
GM: Okay. If they're fine with that.
Hunter: Yup.
Exorcist: Agreed. We probably can't fight six of
them,
Outlander: Rolls Tough. Blah, over by 1
the... Exorcist... think I lose?
What does
 
Exorcist: You don't lose anything, but you do have to
swing that sword like mad! You're batting them
away with the sword or something, and you ding it
up,
Outlander: I'm not really going to use my sword for
defensive stuff. I've got my shield up, you know?
‘Mimes blocking.
Exorcist: Okay, how many points does your shield
have left?
Outlander: You jerk. Just one.
Exorcist: So, your shield.
Outlander: Fine! To save your sorry hides! Leers. I
take up my shield as these skeleton-mushroom
hands are all raining down. I'm getting tired, and I
push them away with my shield, but they grab it,
and I'd rather get away than fight for my shield. I
just let go of my shield.
GM: That's worse than damage, but it works for me!
Hunter: So we've escaped. I'll lead us far enough
away that we've lost them. And that guy has to be
around here somewhere... Ivir?
GM: Yeah, he's called Ivir.
Hunter: Ill scan the area looking for signs of a bird-
hunter, like footsteps, traps, feathers, or whatever.
GM: Nice, Roll it!
Hunter: I'm going to use my aptitude here.
Navigation. Rolls Precise. I'm only over by 3. Scene
and Hard,
cl
 
i: Yup. So you can ask two questions,
Hunter: Huh... Umm... I want to know if there's any
trace of a person. And also... Hmm... Where that bird
lives. The special bird that he's looking for.
GM: Yes. There's a trail of blood just a few feet off
the trail. And this is definitely the habitat of the
Silver Hawk.
Hunter: Right, Silver Hawk
GM: You can follow the trail easily enough. A few
minutes in, you find Ivir's hunting crossbow. It's
been fired. I should say, "It's not loaded.”
 
Exorcist: I'm intrigued. I'll pick it up and check it
out.
GM: Sure, It's got a bit of blood on the side of it.
Anything more will need a roll
Exorcist: Rolls Clever. Nice, 1 over. So I get my thing,
but you get a thing also. I'l ask, "Where is the secret
compartment located on this thing?”
 
GM: Grins. That's a pretty leading question. But I
like it! There's a small pannel in the stock of the
crossbow that swings open. There's a small package
that's folded into some cloth. Inside there's a polyp.
from before. Outlander, tell us what these polyps
look like when they've been cut off.
Outlander: Haha! Gross. So they're kind-of bluish,
and oblong, and with some crystal-like sharp
projections.
GM: Presumably that's how they eventually kill
you, with these sharp points coming out and cutting
your insides,Outlander: Maybe. | haven't investigated that yet.
GM: You hear a slight wet cough in the distance,
Someone says, "Blasted birds! You've been the death
of me... By the Mother, you've been my undoing,”
Exorcist: I run toward the voice.
Outlander: I'l follow.
Hunter: I'l take it slow and circle around a bit.
Outlander: We have his weapon, anyways.
Hunter: I'm still going to be cautious,
Exorcist: So what does he look like?
GM: He's dressed in fine hunting attire. He's got a
big velvet hat with a feather in it, to keep the sun
from his eyes. He's lying underneath a bird's nest,
coughing pretty violently. A lot of blood is pooling
on the ground below his mouth.
Exorcist
 
"Il go interrogate him.
GM: Hmm. Okay. But how?
Exorcist: I'l pick him up by the collar and ask him
where the gold is. I really try to scare him into
paying attention.
 
GM: You're roughing him up, basically. Sounds
terrible. Roll plus Tough.
Exorcist: Alright. Rolls Tough. Okay... Over by 2. He's
infested with these polyps, so I just shake him and
he tells me to go talk to his assistant to get answers.
And then he dies in my arms,
Outlander: I clutch the metal insignia tightly. I say,
"Odge will not be pleased.
A Final Note or Two...
This game is a little tricky to play. Negotiating what
constitutes a good detail is a non-trivial exercise for
those familiar with OSR-style gaming and story
focussed gaming alike.
I suggest viewing this game a set of tools, rather
GM: Not pleased at all. You've murdered his boss,
Hunter: It was the polyps that got him, we just.
helped... 'm coming out of the bushes to see this
grim scene.
Exorcist: He was definitely dying of the polyps,
from all that coughing up blood.
Outlander: Is there anything else around?
GM: Nothing obvious, but give it a roll.
Outlander: Actually, Il listen to the whispers on the
wind. Rolls Precise. I'm over by 4. I hear whispers
that there's another road home that’s just beyond
these trees. And I have to give an ally a detail. How
does that work? It's my power.
GM: Hmm... You go into a bit of a trance-like state
while you're listening this time, You actually
whisper something out loud to yourself, but you're
not aware of saying it. Only one of your allies hears
it, Which one?
Exorcist: Pick me!
Outlander: Sure! You already think I'm creepy. 1
whisper something that the Exorcist hears.
GM: What gets whispered?
  
   
Exorcist: I hear him say, "There is no such thing as,
co-incidence. The path is clearly marked.”
Hunter: What does that mean?
GM: Yeah, what does that mean?
 
Exorcist: Grins. You'll see.
than a set of restrictions. Take things out. Re-write
things to fit your group. Listen to the other players.
My hope is that people will use this set of rules to
run the modules, settings, and adventures that are
already on their shelves, In short: "Take this book
and run (games) with it”