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		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=446002</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=446002"/>
		<updated>2023-11-08T16:11:50Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. If you roll &amp;amp;quot;1&amp;amp;quot; on an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Weapons / armor&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Armor class&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| d6&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| d8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| d10&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| d12&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combat proceeds in clashes. When shooting or hitting someone during a clash, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Morale ==&lt;br /&gt;
&lt;br /&gt;
When fighting NPCs it can be helpful for you and for them if they flee before being slaughtered. This is assessed with a Morale roll, which is based on the CHA of the NPC leader. Morale rolls are made at the start of combat, and at the end of each clash in which either side loses a member. The expected result is &amp;amp;quot;hold&amp;amp;quot;. A better result is &amp;amp;quot;bold&amp;amp;quot;, which grants each NPC an Extra d4 to be used for Hit Dice or armor class. A worse result is &amp;amp;quot;retreat&amp;amp;quot;, which ends combat in a controlled manner; much worse is &amp;amp;quot;flee&amp;amp;quot;, which gives you an optional free attack against the turntail NPCs.&lt;br /&gt;
&lt;br /&gt;
Similar Morale rolls are made for NPCs whom you lead.&lt;br /&gt;
&lt;br /&gt;
== A Matter of Class ==&lt;br /&gt;
&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;amp;quot;hard&amp;amp;quot; character has 2 Hit Dice. A &amp;amp;quot;sharp&amp;amp;quot; character&#039;s Extras start at d6, not d4. A &amp;amp;quot;wild&amp;amp;quot; character rolls 3d6 and assigns each die to one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack).&lt;br /&gt;
&lt;br /&gt;
== Parts of a Day ==&lt;br /&gt;
&lt;br /&gt;
One use for this game is to simulate overland trekking. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TRAVEL (STR) can move about six miles in normal conditions; half that if conditions are arduous. Check WIT as well, if there is no road.&lt;br /&gt;
&lt;br /&gt;
FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.&lt;br /&gt;
&lt;br /&gt;
SEARCH (WIT) can find a place that is known to be within a six mile radius.&lt;br /&gt;
&lt;br /&gt;
TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).&lt;br /&gt;
&lt;br /&gt;
RECRUIT (CHA) can arrange for hire of companions. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 copper (f)arthings (each weighing as much as 3 dimes)&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445710</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445710"/>
		<updated>2023-11-01T17:36:49Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* A Simple Class System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an applicable ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;quot;hard&amp;quot; character has 2 Hit Dice. A &amp;quot;sharp&amp;quot; character&#039;s Extras start at d6, not d4. A &amp;quot;wild&amp;quot; character rolls 3d6 and assigns each die to one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack).&lt;br /&gt;
&lt;br /&gt;
== Parts of a Day ==&lt;br /&gt;
One use for this game is to simulate overland trekking. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TRAVEL (STR) can move about six miles in normal conditions; half that if conditions are arduous. Check WIT as well, if there is no road.&lt;br /&gt;
&lt;br /&gt;
FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.&lt;br /&gt;
&lt;br /&gt;
SEARCH (WIT) can find a place that is known to be within a six mile radius.&lt;br /&gt;
&lt;br /&gt;
TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).&lt;br /&gt;
&lt;br /&gt;
RECRUIT (CHA) can arrange for hire of companions. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=445300</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=445300"/>
		<updated>2023-10-22T23:24:02Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Parts of a Day ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. Typically, a character may not repeat the same action all day (the &amp;amp;quot;Enduring&amp;amp;quot; Amazon is an exception).&lt;br /&gt;
&lt;br /&gt;
The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure that uses all that part of the day or that angers a denizen. A much worse result would be failure that costs that part of the day and that also angers a denizen.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.&lt;br /&gt;
&lt;br /&gt;
RECRUIT (CHA) can arrange for hire of companions at a fair price. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.&lt;br /&gt;
&lt;br /&gt;
REST can restore a point of STR (which can be lost in combat).&lt;br /&gt;
&lt;br /&gt;
RETURN and MOVE ALONG are special actions for traversing the Kingdom, discussed below.&lt;br /&gt;
&lt;br /&gt;
SEARCH (WIT) can enable a treasure roll within a location.&lt;br /&gt;
&lt;br /&gt;
TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bounteous Village&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
| Hot Caves&lt;br /&gt;
| B&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Silent Village&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| Cold Pass&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| L&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Goatkin Village&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
| Deep Caves&lt;br /&gt;
| I&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Furnace Village&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Porcelain Village&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
| Grottoes&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| L&lt;br /&gt;
| O&lt;br /&gt;
| S&lt;br /&gt;
| T&lt;br /&gt;
| Threshold&lt;br /&gt;
| Durance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;amp;quot;filled&amp;amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
== The Core ==&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside. You regain one set-aside Extra die each time that you hear Birdsong (usually right before dawn).&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Weapons / armor&lt;br /&gt;
! Hit Die (HD)&lt;br /&gt;
! Armor class (AC)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| d6&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| d8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| d10&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| d12&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
Optionally, armor or weapons may be damaged (reduced by 1 AC or one size of Hit Die) rather than removing a Hit Die.&lt;br /&gt;
&lt;br /&gt;
=== How do I recover damaged or lost HD, STR, and Extras? ===&lt;br /&gt;
&lt;br /&gt;
When you hear Birdsong (right before dawn, or if someone sings for you), you regain all HD, 1 STR, and one of your set-aside Extra dice.&lt;br /&gt;
&lt;br /&gt;
When you hear Restoration, you regain all HD, all lost STR and all of your set-aside Extra dice.&lt;br /&gt;
&lt;br /&gt;
When you hear Repair, all damaged weapons and armor are restored to full HD and AC.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
&lt;br /&gt;
Now look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in BLISS)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&amp;lt;br /&amp;gt;&lt;br /&gt;
(min STR 3)&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&amp;lt;br /&amp;gt;&lt;br /&gt;
(min STR 5)&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor class gets one less).&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;amp;quot;hard&amp;amp;quot; character has 2 Hit Dice. A &amp;amp;quot;sharp&amp;amp;quot; character&#039;s Extras start at d6, not d4. A &amp;amp;quot;smooth&amp;amp;quot; character rolls 3d6 and takes the middle die for one of their Abilities.&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| Dice result&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 2-3&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 4-5&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 6-9&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 10+&lt;br /&gt;
|-&lt;br /&gt;
| 0 HD (STR)&lt;br /&gt;
| -4 STR&lt;br /&gt;
| -2 STR&lt;br /&gt;
| -1 STR&lt;br /&gt;
| Stable.&lt;br /&gt;
|-&lt;br /&gt;
| MORALE (CHA)&lt;br /&gt;
| Flee.&lt;br /&gt;
| Retreat.&lt;br /&gt;
| Hold.&lt;br /&gt;
| Bold.&lt;br /&gt;
|-&lt;br /&gt;
| RECRUIT (CHA)&lt;br /&gt;
| Hostile.&lt;br /&gt;
| 20% premium.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| 10% discount&lt;br /&gt;
|-&lt;br /&gt;
| TRADE (CHA)&lt;br /&gt;
| No deal.&lt;br /&gt;
| 10% markup/knockoff.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| 10% bargain/premium.&lt;br /&gt;
|-&lt;br /&gt;
| FORAGE (WIT)&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
| Waste action.&lt;br /&gt;
| Find food and water.&lt;br /&gt;
| Food and water&amp;lt;br /&amp;gt;&lt;br /&gt;
and extra action.&lt;br /&gt;
|-&lt;br /&gt;
| SEARCH (WIT)&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
| Waste action.&lt;br /&gt;
| Roll on treasure table.&lt;br /&gt;
| Roll on treasure table&amp;lt;br /&amp;gt;&lt;br /&gt;
and extra action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
0 HD results: if STR is less than zero, the character dies.&lt;br /&gt;
&lt;br /&gt;
MORALE results: roll for denizens at start of combat and each time one of their allies is knocked down (0 HD). Use the CHA of a character who hired the denizens, or the default CHA of the denizens. Fleeing denizens can be attacked once without risk. Bold denizens gain a d4 Extra to their next attack.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
A character may attempt to sing any magical Song that they have learned. Some songs require a WIT roll, others require CHA or even STR. None of the characters in the Fae Kingdom are &amp;amp;quot;research wizards&amp;amp;quot;. They only can sing songs that they have learned by hearing the songs.&lt;br /&gt;
&lt;br /&gt;
The expected result of singing a song is NOTHING. A better result is that the song is effective. A worse result is that an angry faery appears. A much worse result is that an angry faery appears and immediately attacks the character.&lt;br /&gt;
&lt;br /&gt;
Some characters have a specific type of song as an Extra.&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants (CHA) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birdsong:&#039;&#039;&#039; Cancel all spells with duration. All who hear the song regain 1 STR and one set-aside Extra.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exorcism:&#039;&#039;&#039; Banish faeries from current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quell:&#039;&#039;&#039; All who hear are reduced to 0 HD, but do not lose STR.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair&#039;&#039;&#039;: Restore the target&#039;s damaged arms to full Hit Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Restoration&#039;&#039;&#039;: All who hear regain full STR and all set-aside Extras.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads (WIT) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faelight:&#039;&#039;&#039; All who hear the song are LOST! - strike out their entire lists of locations adjacent to this location, they may not Return from here but must Move Along.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Golden Tongue:&#039;&#039;&#039; One who hears the song gains CHA +6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lightness of Being:&#039;&#039;&#039; One who hears the song gains the Strider trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Earth Speaks:&#039;&#039;&#039; Singer discovers all treasures in current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Tangled Vine:&#039;&#039;&#039; One who hears the song may not leave current location.&lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose (STR) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bitter Seed:&#039;&#039;&#039; Those who hear the song lose all their Extras.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How Sweet the Scent:&#039;&#039;&#039; The singer gains the Peaceable trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leaf Blight:&#039;&#039;&#039; One who hears the song loses 1 STR.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petals Shake:&#039;&#039;&#039; One who hears the song rolls all Hit Dice, sets aside any odd dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Beautiful Broken Thorns:&#039;&#039;&#039; Apply the singer&#039;s roll for the song as Hit Dice against all who hear the song.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies (WIT) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drowse:&#039;&#039;&#039; All who hear the song sleep.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fading Twilight:&#039;&#039;&#039; The singer gains the Elusive trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fog:&#039;&#039;&#039; All who hear the song cannot Search, Forage, Trade, Recruit, Move Along, or Return.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gust of Wind:&#039;&#039;&#039; An object is moved as if by a hand of STR +4; or, singer rolls one Medium Hit Die (d8).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Witch Sight:&#039;&#039;&#039; Singer sees all hidden things.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles (CHA) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beast Speech:&#039;&#039;&#039; Those who hear the song may converse with any animal. Make Reaction Rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hidden Star:&#039;&#039;&#039; The singer illuminates their location as if they are a star.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pandemonium:&#039;&#039;&#039; All who hear the song lose the rest of their Daily Actions in a cacophany of laughter and screaming.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield:&#039;&#039;&#039; The singer gains an armor number of 8.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sweet Berry of Knowledge:&#039;&#039;&#039; Target gains a map of three random locations.&lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes (STR) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkness:&#039;&#039;&#039; All lights are extinguished. No lights may be lit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eternal Dance:&#039;&#039;&#039; One who hears the song must immediately Move Along, and cannot Return to current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fiery Ring:&#039;&#039;&#039; All who hear the song must make a Reaction Roll in the 0 HD column.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ringing Silence:&#039;&#039;&#039; Those who have heard the song can hear no other sound.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mighty Flower:&#039;&#039;&#039; The singer may breach one barrier.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
Potions are bottles of water or other liquid to which certain songs have been sung. When a potion is applied to a creature or object, it takes effect until Birdsong is heard by the recipient.&lt;br /&gt;
&lt;br /&gt;
A character or denizen who can make potions can sing one of the following special songs, or can duplicate the effects of any other song that they know.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Songs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane:&#039;&#039;&#039; A melee weapon or missile to which the potion is applied will strike as a Tremendous weapon regardless of size.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Might:&#039;&#039;&#039; A creature to whom the potion is applied will gain STR +6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perspicacity:&#039;&#039;&#039; A creature to whom the potion is applied will gain WIT +6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stalwart:&#039;&#039;&#039; Armor to which the potion is applied will gain armor number 6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039; A creature to whom the potion is applied gains the Elusive trait.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! Arms&lt;br /&gt;
! Extras&lt;br /&gt;
|-&lt;br /&gt;
| Amazon&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| M bow, L sword, M armor&lt;br /&gt;
| d6 Bowmaster; d6 Enduring&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian&lt;br /&gt;
| +6&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| H axe, L armor&lt;br /&gt;
| d4 Berserker; d4 Tough&lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
| d6 Cunning; d6 Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
| 2&lt;br /&gt;
| M spear, M armor&lt;br /&gt;
| d4 Spearmaster; d4 Leadership&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| +5&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| H axe, M armor&lt;br /&gt;
| d4 Potions; d4 Short Legs&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 1&lt;br /&gt;
| L sword, L bow, no armor&lt;br /&gt;
| d4 Elusive; d4 Strider&lt;br /&gt;
|-&lt;br /&gt;
| Harper&lt;br /&gt;
| +1&lt;br /&gt;
| +6&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| unarmed&lt;br /&gt;
| d4 Affable; d4 Any Songs&lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +5&lt;br /&gt;
| 2&lt;br /&gt;
| H sword, H armor&lt;br /&gt;
| d4 Honored; d4 Chants&lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| M sword, H arbalest, M armor&lt;br /&gt;
| d6 Bowmaster; d6 Fearsome&lt;br /&gt;
|-&lt;br /&gt;
| Monk&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
| d4 Disciple of the Hand; d4 Chants&lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus&lt;br /&gt;
| *&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 1&lt;br /&gt;
| *&lt;br /&gt;
| Ethereal; d6 Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| unarmed&lt;br /&gt;
| d6 Lucky; d6 Jingles&lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
| Peaceable; d6 Hymns&lt;br /&gt;
|-&lt;br /&gt;
| Swordsman&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 1&lt;br /&gt;
| L sword, L armor&lt;br /&gt;
| d6 Swordmaster; d6 Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L staff, L armor&lt;br /&gt;
| d6 Aura of Power; d6 Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L bow, L sword, no armor&lt;br /&gt;
| d6 Beast friend; d6 Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and Extras.&lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M bow, L sword, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]]&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H axe, L armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that allows you to re-roll any number of your Hit Dice (keep the higher result). You must set aside your lowest Hit Die after each re-roll. You regain set aside Hit Dice when you end the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Bittersweet%20Magus.png|300px|class=internal-embed|Bittersweet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned. You begin play knowing one Ballad.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Captain.png|300px|class=internal-embed|Captain.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M spear, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more hireling than normal. When rolling Morale, take the next better result.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H axe, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Potions: You may make a potion of any song that you have learned. You begin play knowing one Drinking Song.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;amp;quot;discard&amp;amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L sword, L bow, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| unarmed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;amp;quot;3&amp;amp;quot; would be &amp;amp;quot;abashed&amp;amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type. You begin play knowing one song.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| H sword, H armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned. You begin play knowing Birdsong.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Knight%20Renegant%20b.png|300px|class=internal-embed|Knight Renegant b.png]]&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M sword, H arbalest, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Monk.png|300px|class=internal-embed|Monk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned. You begin play knowing one Chant.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice and have armor number 5.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Nightshade%20Magus.png|300px|class=internal-embed|Nightshade Magus.png]]&lt;br /&gt;
| *&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned. You begin play knowing one Lullaby.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Periwinkle%20Magus.png|300px|class=internal-embed|Periwinkle Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| unarmed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned. You begin play knowing one Jingle.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Rose%20Magus.png|300px|class=internal-embed|Rose Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned. You begin play knowing one Hymn.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L sword, L armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Violet%20Magus.png|300px|class=internal-embed|Violet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L staff, L armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned. You begin play knowing one Tune.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Woodfolk.png|300px|class=internal-embed|Woodfolk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L sword, L bow, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;amp;quot;defeats&amp;amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Village&lt;br /&gt;
! Provisions&lt;br /&gt;
! Repairs&lt;br /&gt;
! L arms&lt;br /&gt;
! M arms&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| Bounteous&lt;br /&gt;
| 1p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 6s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Silent&lt;br /&gt;
| 2p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Goatkin&lt;br /&gt;
| 2p&lt;br /&gt;
| 1s&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Furnace&lt;br /&gt;
| 3p&lt;br /&gt;
| 2p&lt;br /&gt;
| 10p&lt;br /&gt;
| 4s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| 2s&lt;br /&gt;
| 8s&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Traveling House&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Traveling House&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== The Traveling House ====&lt;br /&gt;
&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Available to learn&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| any Holy Chant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| any Bittersweet Ballad&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| any Nightshade Lullaby&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| any Periwinkle Jingle&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| any Violet Tune&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Village Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Monk&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Rose Magus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Knight Errant&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Harper&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Swordsman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Forest&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| d10&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Denizens, Hazards, and Treasures ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die Roll&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Wolves&lt;br /&gt;
| Poison ivy&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Goblins&lt;br /&gt;
| Angry bees&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Elves&lt;br /&gt;
| Smoldering fire&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
| Rutting deer&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Foraging bear&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Visitor&lt;br /&gt;
| Thunderstorm&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Ogres&lt;br /&gt;
| Hail&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Fire ants&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| -&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Goblins&lt;br /&gt;
| -&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Wolves&lt;br /&gt;
| -&lt;br /&gt;
| robe&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Ogres&lt;br /&gt;
| -&lt;br /&gt;
| T arms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Amazon&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Barbarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heaths ===&lt;br /&gt;
&lt;br /&gt;
The open heaths, scenes of many ancient faery battles, may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
! Denizens&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| d4&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| d8&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| d10&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heath Denizens and Treasure ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizen&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| None&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visitor&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| None&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Dragon&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Visitor&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| None&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Dragon&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Visitor&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Travelers&lt;br /&gt;
| robe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
|-&lt;br /&gt;
| Cold Pass&lt;br /&gt;
|-&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
|-&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
|-&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caverns ===&lt;br /&gt;
&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Hot Caves&lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caves&lt;br /&gt;
|-&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
|-&lt;br /&gt;
| Grottoes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Denizens ==&lt;br /&gt;
&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Denizen&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Number&amp;lt;br /&amp;gt;&lt;br /&gt;
Appearing&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| HD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| SD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Traits / Songs&lt;br /&gt;
|-&lt;br /&gt;
| Dragons&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Breath Attack* / Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Short Legs, Bones of Stone&lt;br /&gt;
|-&lt;br /&gt;
| Elves&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive / Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Giants&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| T (d12)&lt;br /&gt;
| Tough&lt;br /&gt;
|-&lt;br /&gt;
| Goblins&lt;br /&gt;
| d10&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive&lt;br /&gt;
|-&lt;br /&gt;
| Ogres&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Tough, Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Ruffians&lt;br /&gt;
| d6&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Scorpions&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Travelers&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Strider / Chants&lt;br /&gt;
|-&lt;br /&gt;
| Trolls&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Elusive / Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Watch&lt;br /&gt;
| d6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee), Puissant (missile)&lt;br /&gt;
|-&lt;br /&gt;
| Wolves&lt;br /&gt;
| d8&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Beast friend, Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon&#039;s Breath Attack&#039;&#039;&#039;: Once per combat, as Fiery Ring.&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=445299</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=445299"/>
		<updated>2023-10-22T23:22:46Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Parts of a Day ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. Typically, a character may not repeat the same action all day (the &amp;amp;quot;Enduring&amp;amp;quot; Amazon is an exception).&lt;br /&gt;
&lt;br /&gt;
The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure that uses all that part of the day or that angers a denizen. A much worse result would be failure that costs that part of the day and that also angers a denizen.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.&lt;br /&gt;
&lt;br /&gt;
RECRUIT (CHA) can arrange for hire of companions at a fair price. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.&lt;br /&gt;
&lt;br /&gt;
REST can restore a point of STR (which can be lost in combat).&lt;br /&gt;
&lt;br /&gt;
RETURN and MOVE ALONG are special actions for traversing the Kingdom, discussed below.&lt;br /&gt;
&lt;br /&gt;
SEARCH (WIT) can enable a treasure roll within a location.&lt;br /&gt;
&lt;br /&gt;
TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bounteous Village&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
| Hot Caves&lt;br /&gt;
| B&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Silent Village&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| Cold Pass&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| L&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Goatkin Village&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
| Deep Caves&lt;br /&gt;
| I&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Furnace Village&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Porcelain Village&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
| Grottoes&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| L&lt;br /&gt;
| O&lt;br /&gt;
| S&lt;br /&gt;
| T&lt;br /&gt;
| Threshold&lt;br /&gt;
| Durance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;amp;quot;filled&amp;amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
== The Core ==&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside. You regain one set-aside Extra die each time that you hear Birdsong (usually right before dawn).&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Weapons / armor&lt;br /&gt;
! Hit Die (HD)&lt;br /&gt;
! Armor class (AC)&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| d6&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| d8&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| d10&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| d12&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
Optionally, armor or weapons may be damaged (reduced by 1 AC or one size of Hit Die) rather than removing a Hit Die.&lt;br /&gt;
&lt;br /&gt;
=== How do I recover damaged or lost HD, STR, and Extras? ===&lt;br /&gt;
&lt;br /&gt;
When you hear Birdsong (right before dawn, or if someone sings for you), you regain all HD, 1 STR, and one of your set-aside Extra dice.&lt;br /&gt;
&lt;br /&gt;
When you hear Restoration, you regain all HD, all lost STR and all of your set-aside Extra dice.&lt;br /&gt;
&lt;br /&gt;
When you hear Repair, all damaged weapons and armor are restored to full HD and AC.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
&lt;br /&gt;
Now look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in BLISS)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&amp;lt;br /&amp;gt;&lt;br /&gt;
(min STR 3)&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&amp;lt;br /&amp;gt;&lt;br /&gt;
(min STR 5)&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor class gets one less).&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;amp;quot;hard&amp;amp;quot; character has 2 Hit Dice. A &amp;amp;quot;sharp&amp;amp;quot; character&#039;s Extras start at d6, not d4. A &amp;amp;quot;smooth&amp;amp;quot; character rolls 3d6 and takes the middle die for one of their Abilities.&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| Dice result&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 2-3&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 4-5&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 6-9&lt;br /&gt;
!width=&amp;quot;20%&amp;quot;| 10+&lt;br /&gt;
|-&lt;br /&gt;
| 0 HD (STR)&lt;br /&gt;
| -4 STR&lt;br /&gt;
| -2 STR&lt;br /&gt;
| -1 STR&lt;br /&gt;
| Stable.&lt;br /&gt;
|-&lt;br /&gt;
| MORALE (CHA)&lt;br /&gt;
| Flee.&lt;br /&gt;
| Retreat.&lt;br /&gt;
| Hold.&lt;br /&gt;
| Bold.&lt;br /&gt;
|-&lt;br /&gt;
| RECRUIT (CHA)&lt;br /&gt;
| Hostile.&lt;br /&gt;
| 20% premium.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| 10% discount&lt;br /&gt;
|-&lt;br /&gt;
| TRADE (CHA)&lt;br /&gt;
| No deal.&lt;br /&gt;
| 10% markup/knockoff.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| 10% bargain/premium.&lt;br /&gt;
|-&lt;br /&gt;
| FORAGE (WIT)&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
| Waste action.&lt;br /&gt;
| Find food and water.&lt;br /&gt;
| Food and water&amp;lt;br /&amp;gt;&lt;br /&gt;
and extra action.&lt;br /&gt;
|-&lt;br /&gt;
| SEARCH (WIT)&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
| Waste action.&lt;br /&gt;
| Roll on treasure table.&lt;br /&gt;
| Roll on treasure table&amp;lt;br /&amp;gt;&lt;br /&gt;
and extra action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
0 HD results: if STR is less than zero, the character dies.&lt;br /&gt;
&lt;br /&gt;
MORALE results: roll for denizens at start of combat and each time one of their allies is knocked down (0 HD). Use the CHA of a character who hired the denizens, or the default CHA of the denizens. Fleeing denizens can be attacked once without risk. Bold denizens gain a d4 Extra to their next attack.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
A character may attempt to sing any magical Song that they have learned. Some songs require a WIT roll, others require CHA or even STR. None of the characters in the Fae Kingdom are &amp;amp;quot;research wizards&amp;amp;quot;. They only can sing songs that they have learned by hearing the songs.&lt;br /&gt;
&lt;br /&gt;
The expected result of singing a song is NOTHING. A better result is that the song is effective. A worse result is that an angry faery appears. A much worse result is that an angry faery appears and immediately attacks the character.&lt;br /&gt;
&lt;br /&gt;
Some characters have a specific type of song as an Extra.&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants (CHA) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birdsong:&#039;&#039;&#039; Cancel all spells with duration. All who hear the song regain 1 STR and one set-aside Extra.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exorcism:&#039;&#039;&#039; Banish faeries from current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quell:&#039;&#039;&#039; All who hear are reduced to 0 HD, but do not lose STR.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair&#039;&#039;&#039;: Restore the target&#039;s damaged arms to full Hit Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Restoration&#039;&#039;&#039;: All who hear regain full STR and all set-aside Extras.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads (WIT) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faelight:&#039;&#039;&#039; All who hear the song are LOST! - strike out their entire lists of locations adjacent to this location, they may not Return from here but must Move Along.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Golden Tongue:&#039;&#039;&#039; One who hears the song gains CHA +6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lightness of Being:&#039;&#039;&#039; One who hears the song gains the Strider trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Earth Speaks:&#039;&#039;&#039; Singer discovers all treasures in current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Tangled Vine:&#039;&#039;&#039; One who hears the song may not leave current location.&lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose (STR) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bitter Seed:&#039;&#039;&#039; Those who hear the song lose all their Extras.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How Sweet the Scent:&#039;&#039;&#039; The singer gains the Peaceable trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leaf Blight:&#039;&#039;&#039; One who hears the song loses 1 STR.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petals Shake:&#039;&#039;&#039; One who hears the song rolls all Hit Dice, sets aside any odd dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Beautiful Broken Thorns:&#039;&#039;&#039; Apply the singer&#039;s roll for the song as Hit Dice against all who hear the song.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies (WIT) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drowse:&#039;&#039;&#039; All who hear the song sleep.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fading Twilight:&#039;&#039;&#039; The singer gains the Elusive trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fog:&#039;&#039;&#039; All who hear the song cannot Search, Forage, Trade, Recruit, Move Along, or Return.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gust of Wind:&#039;&#039;&#039; An object is moved as if by a hand of STR +4; or, singer rolls one Medium Hit Die (d8).&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Witch Sight:&#039;&#039;&#039; Singer sees all hidden things.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles (CHA) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beast Speech:&#039;&#039;&#039; Those who hear the song may converse with any animal. Make Reaction Rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hidden Star:&#039;&#039;&#039; The singer illuminates their location as if they are a star.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pandemonium:&#039;&#039;&#039; All who hear the song lose the rest of their Daily Actions in a cacophany of laughter and screaming.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield:&#039;&#039;&#039; The singer gains an armor number of 8.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sweet Berry of Knowledge:&#039;&#039;&#039; Target gains a map of three random locations.&lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes (STR) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkness:&#039;&#039;&#039; All lights are extinguished. No lights may be lit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eternal Dance:&#039;&#039;&#039; One who hears the song must immediately Move Along, and cannot Return to current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fiery Ring:&#039;&#039;&#039; All who hear the song must make a Reaction Roll in the 0 HD column.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ringing Silence:&#039;&#039;&#039; Those who have heard the song can hear no other sound.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mighty Flower:&#039;&#039;&#039; The singer may breach one barrier.&lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
Potions are bottles of water or other liquid to which certain songs have been sung. When a potion is applied to a creature or object, it takes effect until Birdsong is heard by the recipient.&lt;br /&gt;
&lt;br /&gt;
A character or denizen who can make potions can sing one of the following special songs, or can duplicate the effects of any other song that they know.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Songs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane:&#039;&#039;&#039; A melee weapon or missile to which the potion is applied will strike as a Tremendous weapon regardless of size.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Might:&#039;&#039;&#039; A creature to whom the potion is applied will gain STR +6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Perspicacity:&#039;&#039;&#039; A creature to whom the potion is applied will gain WIT +6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stalwart:&#039;&#039;&#039; Armor to which the potion is applied will gain armor number 6.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stealth:&#039;&#039;&#039; A creature to whom the potion is applied gains the Elusive trait.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! Arms&lt;br /&gt;
! Extras&lt;br /&gt;
|-&lt;br /&gt;
| Amazon&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| M bow, L sword, M armor&lt;br /&gt;
| d6 Bowmaster; d6 Enduring&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian&lt;br /&gt;
| +6&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| H axe, L armor&lt;br /&gt;
| d4 Berserker; d4 Tough&lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
| d6 Cunning; d6 Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
| 2&lt;br /&gt;
| M spear, M armor&lt;br /&gt;
| d4 Spearmaster; d4 Leadership&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| +5&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| H axe, M armor&lt;br /&gt;
| d4 Potions; d4 Short Legs&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 1&lt;br /&gt;
| L sword, L bow, no armor&lt;br /&gt;
| d4 Elusive; d4 Strider&lt;br /&gt;
|-&lt;br /&gt;
| Harper&lt;br /&gt;
| +1&lt;br /&gt;
| +6&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| unarmed&lt;br /&gt;
| d4 Affable; d4 Any Songs&lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +5&lt;br /&gt;
| 2&lt;br /&gt;
| H sword, H armor&lt;br /&gt;
| d4 Honored; d4 Chants&lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| M sword, H arbalest, M armor&lt;br /&gt;
| d6 Bowmaster; d6 Fearsome&lt;br /&gt;
|-&lt;br /&gt;
| Monk&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
| d4 Disciple of the Hand; d4 Chants&lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus&lt;br /&gt;
| *&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 1&lt;br /&gt;
| *&lt;br /&gt;
| Ethereal; d6 Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| unarmed&lt;br /&gt;
| d6 Lucky; d6 Jingles&lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
| Peaceable; d6 Hymns&lt;br /&gt;
|-&lt;br /&gt;
| Swordsman&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 1&lt;br /&gt;
| L sword, L armor&lt;br /&gt;
| d6 Swordmaster; d6 Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L staff, L armor&lt;br /&gt;
| d6 Aura of Power; d6 Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| L bow, L sword, no armor&lt;br /&gt;
| d6 Beast friend; d6 Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and Extras.&lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M bow, L sword, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]]&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H axe, L armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that allows you to re-roll any number of your Hit Dice (keep the higher result). You must set aside your lowest Hit Die after each re-roll. You regain set aside Hit Dice when you end the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Bittersweet%20Magus.png|300px|class=internal-embed|Bittersweet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned. You begin play knowing one Ballad.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Captain.png|300px|class=internal-embed|Captain.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M spear, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more hireling than normal. When rolling Morale, take the next better result.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H axe, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Potions: You may make a potion of any song that you have learned. You begin play knowing one Drinking Song.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;amp;quot;discard&amp;amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L sword, L bow, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| unarmed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;amp;quot;3&amp;amp;quot; would be &amp;amp;quot;abashed&amp;amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type. You begin play knowing one song.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| H sword, H armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned. You begin play knowing Birdsong.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Knight%20Renegant%20b.png|300px|class=internal-embed|Knight Renegant b.png]]&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M sword, H arbalest, M armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Monk.png|300px|class=internal-embed|Monk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned. You begin play knowing one Chant.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice and have armor number 5.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Nightshade%20Magus.png|300px|class=internal-embed|Nightshade Magus.png]]&lt;br /&gt;
| *&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned. You begin play knowing one Lullaby.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Periwinkle%20Magus.png|300px|class=internal-embed|Periwinkle Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| unarmed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned. You begin play knowing one Jingle.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Rose%20Magus.png|300px|class=internal-embed|Rose Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L staff, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned. You begin play knowing one Hymn.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L sword, L armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Violet%20Magus.png|300px|class=internal-embed|Violet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L staff, L armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned. You begin play knowing one Tune.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Documents/Obsidian/Woodfolk.png|300px|class=internal-embed|Woodfolk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L sword, L bow, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;amp;quot;defeats&amp;amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
=== How do I &amp;amp;quot;level up&amp;amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except &amp;amp;quot;Short Legs&amp;amp;quot;), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
=== Other traits ===&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Village&lt;br /&gt;
! Provisions&lt;br /&gt;
! Repairs&lt;br /&gt;
! L arms&lt;br /&gt;
! M arms&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| Bounteous&lt;br /&gt;
| 1p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 6s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Silent&lt;br /&gt;
| 2p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Goatkin&lt;br /&gt;
| 2p&lt;br /&gt;
| 1s&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Furnace&lt;br /&gt;
| 3p&lt;br /&gt;
| 2p&lt;br /&gt;
| 10p&lt;br /&gt;
| 4s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| 2s&lt;br /&gt;
| 8s&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Traveling House&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Traveling House&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== The Traveling House ====&lt;br /&gt;
&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Available to learn&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| any Holy Chant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| any Bittersweet Ballad&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| any Nightshade Lullaby&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| any Periwinkle Jingle&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| any Violet Tune&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Village Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Monk&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Rose Magus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Knight Errant&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Harper&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Swordsman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Forest&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| d10&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Denizens, Hazards, and Treasures ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die Roll&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Wolves&lt;br /&gt;
| Poison ivy&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Goblins&lt;br /&gt;
| Angry bees&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Elves&lt;br /&gt;
| Smoldering fire&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
| Rutting deer&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Foraging bear&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Visitor&lt;br /&gt;
| Thunderstorm&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Ogres&lt;br /&gt;
| Hail&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Fire ants&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| -&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Goblins&lt;br /&gt;
| -&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Wolves&lt;br /&gt;
| -&lt;br /&gt;
| robe&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Ogres&lt;br /&gt;
| -&lt;br /&gt;
| T arms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Amazon&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Barbarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heaths ===&lt;br /&gt;
&lt;br /&gt;
The open heaths, scenes of many ancient faery battles, may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
! Denizens&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| d4&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| d8&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| d10&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heath Denizens and Treasure ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizen&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| None&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visitor&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| None&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Dragon&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Visitor&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| None&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Dragon&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Visitor&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Travelers&lt;br /&gt;
| robe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
|-&lt;br /&gt;
| Cold Pass&lt;br /&gt;
|-&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
|-&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
|-&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caverns ===&lt;br /&gt;
&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Hot Caves&lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caves&lt;br /&gt;
|-&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
|-&lt;br /&gt;
| Grottoes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Denizens ==&lt;br /&gt;
&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Denizen&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Number&amp;lt;br /&amp;gt;&lt;br /&gt;
Appearing&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| HD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| SD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Traits / Songs&lt;br /&gt;
|-&lt;br /&gt;
| Dragons&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Breath Attack* / Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Short Legs, Bones of Stone&lt;br /&gt;
|-&lt;br /&gt;
| Elves&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive / Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Giants&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| T (d12)&lt;br /&gt;
| Tough&lt;br /&gt;
|-&lt;br /&gt;
| Goblins&lt;br /&gt;
| d10&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive&lt;br /&gt;
|-&lt;br /&gt;
| Ogres&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Tough, Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Ruffians&lt;br /&gt;
| d6&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Scorpions&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Travelers&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Strider / Chants&lt;br /&gt;
|-&lt;br /&gt;
| Trolls&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Elusive / Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Watch&lt;br /&gt;
| d6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee), Puissant (missile)&lt;br /&gt;
|-&lt;br /&gt;
| Wolves&lt;br /&gt;
| d8&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Beast friend, Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon&#039;s Breath Attack&#039;&#039;&#039;: Once per combat, as Fiery Ring.&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FQR:Main_Page&amp;diff=445298</id>
		<title>FQR:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FQR:Main_Page&amp;diff=445298"/>
		<updated>2023-10-22T23:11:53Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: Tibbius moved page FQR:Main Page to FailStatesRPG:FQR: Fae Queen Restored is a setting / skin on Fail States RPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[FailStatesRPG:FQR]]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=445297</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=445297"/>
		<updated>2023-10-22T23:11:53Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: Tibbius moved page FQR:Main Page to FailStatesRPG:FQR: Fae Queen Restored is a setting / skin on Fail States RPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bounteous Village&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
| Hot Caves&lt;br /&gt;
| B&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Silent Village&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| Cold Pass&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| L&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Goatkin Village&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
| Deep Caves&lt;br /&gt;
| I&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Furnace Village&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Porcelain Village&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
| Grottoes&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| L&lt;br /&gt;
| O&lt;br /&gt;
| S&lt;br /&gt;
| T&lt;br /&gt;
| Threshold&lt;br /&gt;
| Durance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;amp;quot;filled&amp;amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;amp;quot;best result&amp;amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;amp;quot;Best result&amp;amp;quot; means a 10% discount. &amp;amp;quot;Progress&amp;amp;quot; means a 10% markup. &amp;amp;quot;Suffer&amp;amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;amp;quot;best result,&amp;amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;amp;quot;Best result&amp;amp;quot; means a 10% discount; &amp;amp;quot;progress&amp;amp;quot; is inconclusive; &amp;amp;quot;suffer&amp;amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee and missiles) ===&lt;br /&gt;
&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die identifies a target with a lower armor number than the result and discards one of that target&#039;s Hit Dice. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12).&lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic) ===&lt;br /&gt;
&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Dice result&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Consequence&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| 0 HD (STR)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Trade (CHA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Recruit (CHA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Forage (WIT)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Search (WIT)&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| Worst.&lt;br /&gt;
| Death.&lt;br /&gt;
| Can&#039;t buy it or sell it.&lt;br /&gt;
| Battle.&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| Suffer.&lt;br /&gt;
| Need Restoration.&lt;br /&gt;
| 20% markup or discount.&lt;br /&gt;
| Can&#039;t recruit.&lt;br /&gt;
| Lose 1 HD&lt;br /&gt;
| Lose 1 HD.&lt;br /&gt;
|-&lt;br /&gt;
| 6-8&lt;br /&gt;
| Progress.&lt;br /&gt;
| Need 7 Birdsong.&lt;br /&gt;
| 10% markup or discount.&lt;br /&gt;
| 10% markup.&lt;br /&gt;
| Nothing.&lt;br /&gt;
| Nothing.&lt;br /&gt;
|-&lt;br /&gt;
| 9-11&lt;br /&gt;
| Success.&lt;br /&gt;
| Need 2 Birdsong.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| 1 day food.&lt;br /&gt;
| One treasure.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;gt;11&lt;br /&gt;
| Best.&lt;br /&gt;
| Not scratched.&lt;br /&gt;
| 10% discount or markup.&lt;br /&gt;
| 10% discount.&lt;br /&gt;
| 2 days food.&lt;br /&gt;
| Two treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. From highest to lowest die, name a target that has an armor number equal to or lower than the number on the die, and discard one of that target&#039;s Hit Dice. When a target has had all of its Hit Dice discarded, it rolls for 0 HD on the Reaction Table (if it is a character) or it is vanquished (if it is not a character).&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings, except that you get only one shot with an arbalest, two shots with a sling, or three shots with a bow, before a charging target is too close to shoot.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
The Knight Errant wields a Tremendous sword, wears Heavy armor, and faces three goblins with light spears and light armor (shields). A fourth goblin with a light bow snipes at the Knight.&lt;br /&gt;
&lt;br /&gt;
The Knight Errant rolls 9, 8, 3. Three goblins roll 6, 5, 4. The fourth goblin rolls 6. Starting from 9, the Knight Errant removes one goblin&#039;s 6; at 8, the Knight Errant removes another goblin&#039;s 5; at 6, the sniping goblin removes the Knight&#039;s 3; at 4, the remaining spear-wielding goblin fails to dent the Knight&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. The sniper rolls 5. At 7, the Knight Errant removes the goblin&#039;s 4. At 5, the sniper&#039;s arrow bounces off the Knight&#039;s armor. Before the Knight can close to strike with her sword, the sniper flees. The goblins have been vanquished.&lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? What is my armor number? ===&lt;br /&gt;
&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Min STR&lt;br /&gt;
! Arms&lt;br /&gt;
! Hit dice&lt;br /&gt;
! Armor number&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Unarmed&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Light (or STR +3)&lt;br /&gt;
| d6&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Moderate (or STR +6)&lt;br /&gt;
| d8&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Heavy&lt;br /&gt;
| d10&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| Tremendous&lt;br /&gt;
| d12&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in BLISS)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor number gets one less).&lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
&lt;br /&gt;
When you hear Birdsong (right before dawn, or if someone sings for you), you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If you hear Restoration, you may roll all your discarded Hit Dice. Any that do not come up &amp;amp;quot;1&amp;amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;amp;quot;research wizards&amp;amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;amp;quot;discovery&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Raiment&lt;br /&gt;
! Song dice&lt;br /&gt;
|-&lt;br /&gt;
| Skyclad&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birdsong:&#039;&#039;&#039; Enable the target to immediately roll to regain discarded Hit Dice (evens are restored). Cancel all spells with duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exorcism:&#039;&#039;&#039; Banish spirits from current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quell:&#039;&#039;&#039; All but one of the target&#039;s Hit Dice are set aside.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair&#039;&#039;&#039;: Restore the target&#039;s damaged arms to full Hit Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Restoration&#039;&#039;&#039;: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faelight:&#039;&#039;&#039; Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Golden Tongue:&#039;&#039;&#039; Target rolls Reaction Rolls as if +5 CHA.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lightness of Being:&#039;&#039;&#039; Target gains the Strider trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Earth Speaks:&#039;&#039;&#039; Target discovers all treasures in current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Tangled Vine:&#039;&#039;&#039; Target may not leave current location.&lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bitter Seed:&#039;&#039;&#039; Target discards highest Song Die when rolling for magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How Sweet the Scent:&#039;&#039;&#039; Target gains the Peaceable trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leaf Blight:&#039;&#039;&#039; Switch target&#039;s Hit Dice or Song Dice for one size smaller.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petals Shake:&#039;&#039;&#039; Target rolls all available Hit Dice and Song Dice, discard any matches.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Beautiful Broken Thorns:&#039;&#039;&#039; Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fading Twilight:&#039;&#039;&#039; Target gains the Elusive trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fog:&#039;&#039;&#039; Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gust of Wind:&#039;&#039;&#039; Target object is moved as if by a hand of STR +4; or, count Song Dice as Hit Dice for melee.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sweet Berry of Knowledge:&#039;&#039;&#039; Target gains a map of three random locations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Witch Sight:&#039;&#039;&#039; Target sees all hidden things.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beast Speech:&#039;&#039;&#039; The target may converse with any animal. Make Reaction Rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drowse:&#039;&#039;&#039; The target sleeps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hidden Star:&#039;&#039;&#039; The target illuminates their location as if they are a star.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pandemonium:&#039;&#039;&#039; All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield:&#039;&#039;&#039; Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;amp;quot;discard&amp;amp;quot;) any dice less than the d12.&lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkness:&#039;&#039;&#039; All lights are extinguished. No lights may be lit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eternal Dance:&#039;&#039;&#039; Target must immediately Move Along, and cannot Return to current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fiery Ring:&#039;&#039;&#039; In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silence:&#039;&#039;&#039; No sound can be heard in the current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mighty Flower:&#039;&#039;&#039; Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
! traits&lt;br /&gt;
|-&lt;br /&gt;
| Amazon&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M&lt;br /&gt;
| Bowmaster; Enduring&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Berserker; Tough&lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Cunning; Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M&lt;br /&gt;
| Spearmaster; Leadership&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Bones of Stone; Short Legs&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Elusive; Strider&lt;br /&gt;
|-&lt;br /&gt;
| Harper&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Affable; Any Songs&lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant&lt;br /&gt;
| +3&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| T&lt;br /&gt;
| Honored; Chants&lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Bowmaster; Fearsome&lt;br /&gt;
|-&lt;br /&gt;
| Monk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
| Disciple of the Hand; Chants&lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus&lt;br /&gt;
| *&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
| Ethereal; Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Lucky; Jingles&lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Peaceable; Hymns&lt;br /&gt;
|-&lt;br /&gt;
| Swordsman&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L&lt;br /&gt;
| Swordmaster; Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Aura of Power; Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L&lt;br /&gt;
| Beast friend; Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]]&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Bittersweet%20Magus.png|300px|class=internal-embed|Bittersweet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Captain.png|300px|class=internal-embed|Captain.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;amp;quot;discard&amp;amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;amp;quot;3&amp;amp;quot; would be &amp;amp;quot;abashed&amp;amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Knight%20Renegant%20b.png|300px|class=internal-embed|Knight Renegant b.png]]&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Monk.png|300px|class=internal-embed|Monk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Nightshade%20Magus.png|300px|class=internal-embed|Nightshade Magus.png]]&lt;br /&gt;
| *&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Periwinkle%20Magus.png|300px|class=internal-embed|Periwinkle Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Rose%20Magus.png|300px|class=internal-embed|Rose Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Violet%20Magus.png|300px|class=internal-embed|Violet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Woodfolk.png|300px|class=internal-embed|Woodfolk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;amp;quot;defeats&amp;amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
=== Larger than Life  ===&lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
=== How do I &amp;amp;quot;level up&amp;amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
=== Other traits ===&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2p&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6p&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11p&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 500&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Village&lt;br /&gt;
! Provisions&lt;br /&gt;
! Repairs&lt;br /&gt;
! L arms&lt;br /&gt;
! M arms&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| Bounteous&lt;br /&gt;
| 1p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 6s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Silent&lt;br /&gt;
| 2p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Goatkin&lt;br /&gt;
| 2p&lt;br /&gt;
| 1s&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Furnace&lt;br /&gt;
| 3p&lt;br /&gt;
| 2p&lt;br /&gt;
| 10p&lt;br /&gt;
| 4s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| 2s&lt;br /&gt;
| 8s&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Traveling House&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Traveling House&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== The Traveling House ====&lt;br /&gt;
&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Available to learn&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| any Holy Chant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| any Bittersweet Ballad&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| any Nightshade Lullaby&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| any Periwinkle Jingle&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| any Violet Tune&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Village Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Monk&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Rose Magus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Knight Errant&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Harper&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Swordsman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Forest&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| d10&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Denizens, Hazards, and Treasures ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die Roll&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Wolves&lt;br /&gt;
| Poison ivy&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Goblins&lt;br /&gt;
| Angry bees&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Elves&lt;br /&gt;
| Smoldering fire&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
| Rutting deer&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Foraging bear&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Visitor&lt;br /&gt;
| Thunderstorm&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Ogres&lt;br /&gt;
| Hail&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Fire ants&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| -&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Goblins&lt;br /&gt;
| -&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Wolves&lt;br /&gt;
| -&lt;br /&gt;
| robe&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Ogres&lt;br /&gt;
| -&lt;br /&gt;
| T arms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Amazon&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Barbarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heaths ===&lt;br /&gt;
&lt;br /&gt;
The open heaths, scenes of many ancient faery battles, may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
! Denizens&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| d4&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| d8&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| d10&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heath Denizens and Treasure ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizen&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| None&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visitor&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| None&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Dragon&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Visitor&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| None&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Dragon&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Visitor&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Travelers&lt;br /&gt;
| robe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
|-&lt;br /&gt;
| Cold Pass&lt;br /&gt;
|-&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
|-&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
|-&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caverns ===&lt;br /&gt;
&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Hot Caves&lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caves&lt;br /&gt;
|-&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
|-&lt;br /&gt;
| Grottoes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Denizens ==&lt;br /&gt;
&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Denizen&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Number&amp;lt;br /&amp;gt;&lt;br /&gt;
Appearing&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| HD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| SD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Traits / Songs&lt;br /&gt;
|-&lt;br /&gt;
| Dragons&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Fearsome / Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Short Legs, Bones of Stone&lt;br /&gt;
|-&lt;br /&gt;
| Elves&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive / Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Giants&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| T (d12)&lt;br /&gt;
| Tough&lt;br /&gt;
|-&lt;br /&gt;
| Goblins&lt;br /&gt;
| d10&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive&lt;br /&gt;
|-&lt;br /&gt;
| Ogres&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Tough, Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Ruffians&lt;br /&gt;
| d6&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Scorpions&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Travelers&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Strider / Chants&lt;br /&gt;
|-&lt;br /&gt;
| Trolls&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Elusive / Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Watch&lt;br /&gt;
| d6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee), Puissant (missile)&lt;br /&gt;
|-&lt;br /&gt;
| Wolves&lt;br /&gt;
| d8&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Beast friend, Tracker&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445211</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445211"/>
		<updated>2023-10-20T19:57:58Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Parts of a Day */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an applicable ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;quot;hard&amp;quot; character has 2 Hit Dice. A &amp;quot;sharp&amp;quot; character&#039;s Extras start at d6, not d4. A &amp;quot;smooth&amp;quot; character rolls 3d6 and takes the middle die for one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack).&lt;br /&gt;
&lt;br /&gt;
== Parts of a Day ==&lt;br /&gt;
One use for this game is to simulate overland trekking. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TRAVEL (STR) can move about six miles in normal conditions; half that if conditions are arduous. Check WIT as well, if there is no road.&lt;br /&gt;
&lt;br /&gt;
FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.&lt;br /&gt;
&lt;br /&gt;
SEARCH (WIT) can find a place that is known to be within a six mile radius.&lt;br /&gt;
&lt;br /&gt;
TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).&lt;br /&gt;
&lt;br /&gt;
RECRUIT (CHA) can arrange for hire of companions. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445201</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445201"/>
		<updated>2023-10-20T16:29:52Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Parts of a Day */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an applicable ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;quot;hard&amp;quot; character has 2 Hit Dice. A &amp;quot;sharp&amp;quot; character&#039;s Extras start at d6, not d4. A &amp;quot;smooth&amp;quot; character rolls 3d6 and takes the middle die for one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack).&lt;br /&gt;
&lt;br /&gt;
== Parts of a Day ==&lt;br /&gt;
One use for this game is to simulate overland trekking. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TRAVEL (STR) can move about six miles in normal conditions; half that if conditions are arduous.&lt;br /&gt;
&lt;br /&gt;
FORAGE (WIT) can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.&lt;br /&gt;
&lt;br /&gt;
SEARCH (WIT) can find a place that is known to be within a six mile radius.&lt;br /&gt;
&lt;br /&gt;
TRADE (CHA) can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).&lt;br /&gt;
&lt;br /&gt;
RECRUIT (CHA) can arrange for hire of companions. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445200</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445200"/>
		<updated>2023-10-20T16:28:46Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an applicable ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;quot;hard&amp;quot; character has 2 Hit Dice. A &amp;quot;sharp&amp;quot; character&#039;s Extras start at d6, not d4. A &amp;quot;smooth&amp;quot; character rolls 3d6 and takes the middle die for one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack).&lt;br /&gt;
&lt;br /&gt;
== Parts of a Day ==&lt;br /&gt;
One use for this game is to simulate overland trekking. In this context, consider a day as consisting of parts: 3 parts in spring and fall, 2 parts in deep winter, 4 parts in high summer. In each part of the day, a character may attempt an action. The expected result of an action is moderate success, using all that part of the day. A better result would be greater success, or enabling an extra action. A worse result would be failure (using all that part of the day to fail). A much worse result would be failure that costs two parts of the day or some injury.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
TRAVEL can move about six miles in normal conditions; half that if conditions are arduous.&lt;br /&gt;
&lt;br /&gt;
FORAGE can find a day of food and water; half that if conditions are harsh, twice that if conditions are lush.&lt;br /&gt;
&lt;br /&gt;
SEARCH can find a place that is known to be within a six mile radius.&lt;br /&gt;
&lt;br /&gt;
TRADE can arrange for sale or purchase of goods at a fair price. Here the better result is a 20% advantage to the price, the worse result is a 20% disadvantage (or using two parts of the day to arrive at a fair price), and much worse is a 50% disadvantage (or using two parts of the day to arrive at a 20% disadvantage).&lt;br /&gt;
&lt;br /&gt;
RECRUIT can arrange for hire of companions. Here the better result is a 10% discount, the worse result is a 20% premium (or using two parts of the day to arrive at a fair price), and much worse is hostility.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445198</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445198"/>
		<updated>2023-10-20T11:06:31Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* The Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an applicable ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;quot;hard&amp;quot; character has 2 Hit Dice. A &amp;quot;sharp&amp;quot; character&#039;s Extras start at d6, not d4. A &amp;quot;smooth&amp;quot; character rolls 3d6 and takes the middle die for one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack).&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445197</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445197"/>
		<updated>2023-10-20T10:57:14Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Combat Mini-Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== A Simple Class System ==&lt;br /&gt;
Where we have Hit Dice we can have Classes. A &amp;quot;hard&amp;quot; character has 2 Hit Dice. A &amp;quot;sharp&amp;quot; character&#039;s Extras start at d6, not d4. A &amp;quot;smooth&amp;quot; character rolls 3d6 and takes the middle die for one of their Abilities. This can be reskinned to different settings (hello glaive-nano-jack).&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445095</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445095"/>
		<updated>2023-10-19T12:48:41Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* The Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. The player can revise their intent, or roll. After a roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445094</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445094"/>
		<updated>2023-10-19T12:48:15Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* The Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected and better outcomes of that action. The narrator ratifies or modifies, offers worse and much worse potentials, and offers the player to roll the dice. After the roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445093</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445093"/>
		<updated>2023-10-19T12:47:06Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* The Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected, better, worse, and much worse outcomes of that action. The narrator ratifies or modifies, and offers the player to roll the dice. After the roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445092</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445092"/>
		<updated>2023-10-19T12:46:52Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* As expected? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445064</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445064"/>
		<updated>2023-10-18T18:43:13Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* The Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh condition is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected, better, worse, and much worse outcomes of that action. The narrator ratifies or modifies, and offers the player to roll the dice. After the roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445050</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445050"/>
		<updated>2023-10-18T17:59:19Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Combat Mini-Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh situation is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected, better, worse, and much worse outcomes of that action. The narrator ratifies or modifies, and offers the player to roll the dice. After the roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Weapons / armor &lt;br /&gt;
! Hit Die &lt;br /&gt;
! Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445048</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445048"/>
		<updated>2023-10-18T17:57:57Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Combat Mini-Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh situation is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected, better, worse, and much worse outcomes of that action. The narrator ratifies or modifies, and offers the player to roll the dice. After the roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- &lt;br /&gt;
| Weapons / armor &lt;br /&gt;
| Hit Die &lt;br /&gt;
| Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445047</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=445047"/>
		<updated>2023-10-18T17:57:33Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* As expected? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh situation is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected, better, worse, and much worse outcomes of that action. The narrator ratifies or modifies, and offers the player to roll the dice. After the roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
== Combat Mini-Game ==&lt;br /&gt;
You may prefer distinct rules for combat as compared to other situations. Here they are.&lt;br /&gt;
&lt;br /&gt;
Everybody has 1 Hit Die and an armor class.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|- Weapons / armor &lt;br /&gt;
| Hit Die &lt;br /&gt;
| Armor class &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed         &lt;br /&gt;
| d4      &lt;br /&gt;
| 2           &lt;br /&gt;
|-&lt;br /&gt;
| Light           &lt;br /&gt;
| d6      &lt;br /&gt;
| 3           &lt;br /&gt;
|-&lt;br /&gt;
| Medium          &lt;br /&gt;
| d8      &lt;br /&gt;
| 4           &lt;br /&gt;
|-&lt;br /&gt;
| Heavy           &lt;br /&gt;
| d10     &lt;br /&gt;
| 5           &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous      &lt;br /&gt;
| d12     &lt;br /&gt;
| 6           &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
When shooting or hitting someone, roll your Hit Die. If the result is greater than their armor class, remove their Hit Die; they are done. If you have an applicable Extra, you may roll that die and add it to your Hit Die or to your armor class.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=444783</id>
		<title>FailStatesRPG:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:Main_Page&amp;diff=444783"/>
		<updated>2023-10-16T12:27:49Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: a new RPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Core ==&lt;br /&gt;
&lt;br /&gt;
Roll two dice for Luck.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 6-9&lt;br /&gt;
| as expected&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| better&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| worse&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| much worse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Roll 2d4 by default. For each point of an ability (STRength, WITs, or CHArm), make one of your Luck dice one size bigger (2d10 maximum). You may roll and add an Extra die (d4 or larger) if you have one available. Each time you roll an Extra die, set it aside until a refresh condition is met. Refresh conditions are an aspect of the setting you play. The default refresh situation is &amp;amp;quot;end scene&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Larger than Life ==&lt;br /&gt;
&lt;br /&gt;
Ordinary people have 0 STR, 0 WIT, 0 CHA. They roll 2d4 by default. At best, they get what they expected. More often than not, they do worse than they hoped. Some may have an Extra that sometimes allows them to do better than expected.&lt;br /&gt;
&lt;br /&gt;
You are larger than life. To find each of your abilities, roll 2d6 and take the lower die for a range of 1 to 6. Remember that each point in ability makes one of your Luck dice one size bigger for rolls that invoke that ability. This means that if any ability applies to a situation you will roll at least d4+d6, and at best you could roll 2d10.&lt;br /&gt;
&lt;br /&gt;
You start with two Extra dice (d4 each). They may represent special skills or equipment. The first time you roll each of them, name its nature. Thereafter it can be rolled only according to its nature. Remember that an Extra is set aside after it is rolled, until it is refreshed.&lt;br /&gt;
&lt;br /&gt;
In downtime between adventures, you may gain one Extra die or make one Extra die one size bigger (max d12).&lt;br /&gt;
&lt;br /&gt;
Examples of Extra dice:&lt;br /&gt;
&lt;br /&gt;
* superior weapon&lt;br /&gt;
* superior armor&lt;br /&gt;
* psychic power&lt;br /&gt;
* special training&lt;br /&gt;
* special knowledge&lt;br /&gt;
* special relationship&lt;br /&gt;
&lt;br /&gt;
== As expected? ==&lt;br /&gt;
&lt;br /&gt;
Common sense applies. It should be expected that someone with Tremendous armament will slaughter someone unarmed in a fight, at best the unarmed person might hope to trip and escape their opponent - or do they dare the risk of trying to disarm the armored wielder of a massive halberd? Do they maybe try to talk their way out of the fight? Should it be expected that a warrior armed with a halberd might pause to parley with a harmless unarmed person?&lt;br /&gt;
&lt;br /&gt;
The narrator presents a situation. The player expresses their intended action, whether they will use an Extra, and suggests expected, better, worse, and much worse outcomes of that action. The narrator ratifies or modifies, and offers the player to roll the dice. After the roll, the narrator describes how the player&#039;s Luck has changed the situation.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 (s)hillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 (p)ence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 (f)arthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
The cost/mo for lifestyle is how much it costs to hire one of the example people.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts; Ruffians, Goblins&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers; Watch, Travelers, Woodfolk&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry; Dwarves, Elves, Ogres, Visitors&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders; Trolls&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants; Giants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2f&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6f&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11f&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2f per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16f per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). Feeding a Giant or Dragon would cost 26f per week.&lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a safe load at full pace (3 Moves per day). It can bear up to 500 pounds at 1 Move per day. More weight than that requires sharing the load with men, beasts or carts. Carts can only go at 2 Moves per day.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arms ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in city)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=444198</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=444198"/>
		<updated>2023-10-10T15:53:31Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bounteous Village&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
| Hot Caves&lt;br /&gt;
| B&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Silent Village&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| Cold Pass&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| L&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Goatkin Village&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
| Deep Caves&lt;br /&gt;
| I&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Furnace Village&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Porcelain Village&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
| Grottoes&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| L&lt;br /&gt;
| O&lt;br /&gt;
| S&lt;br /&gt;
| T&lt;br /&gt;
| Threshold&lt;br /&gt;
| Durance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;amp;quot;filled&amp;amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;amp;quot;best result&amp;amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;amp;quot;Best result&amp;amp;quot; means a 10% discount. &amp;amp;quot;Progress&amp;amp;quot; means a 10% markup. &amp;amp;quot;Suffer&amp;amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;amp;quot;best result,&amp;amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;amp;quot;Best result&amp;amp;quot; means a 10% discount; &amp;amp;quot;progress&amp;amp;quot; is inconclusive; &amp;amp;quot;suffer&amp;amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee and missiles) ===&lt;br /&gt;
&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die identifies a target with a lower armor number than the result and discards one of that target&#039;s Hit Dice. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12).&lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic) ===&lt;br /&gt;
&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Dice result&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Consequence&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| 0 HD (STR)&amp;lt;br /&amp;gt;&lt;br /&gt;
Missile (GRA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Trade (CHA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Recruit (CHA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Forage (WIT)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Search (WIT)&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| Worst.&lt;br /&gt;
| Death.&lt;br /&gt;
| Can&#039;t buy it or sell it.&lt;br /&gt;
| Battle.&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| Suffer.&lt;br /&gt;
| Need Restoration.&lt;br /&gt;
| 20% markup or discount.&lt;br /&gt;
| Can&#039;t recruit.&lt;br /&gt;
| Lose 1 HD&lt;br /&gt;
| Lose 1 HD.&lt;br /&gt;
|-&lt;br /&gt;
| 6-8&lt;br /&gt;
| Progress.&lt;br /&gt;
| Need 7 Birdsong.&lt;br /&gt;
| 10% markup or discount.&lt;br /&gt;
| 10% markup.&lt;br /&gt;
| Nothing.&lt;br /&gt;
| Nothing.&lt;br /&gt;
|-&lt;br /&gt;
| 9-11&lt;br /&gt;
| Success.&lt;br /&gt;
| Need 2 Birdsong.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| 1 day food.&lt;br /&gt;
| One treasure.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;gt;11&lt;br /&gt;
| Best.&lt;br /&gt;
| Not scratched.&lt;br /&gt;
| 10% discount or markup.&lt;br /&gt;
| 10% discount.&lt;br /&gt;
| 2 days food.&lt;br /&gt;
| Two treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. From highest to lowest die, name a target that has an armor number equal to or lower than the number on the die, and discard one of that target&#039;s Hit Dice. When a target has had all of its Hit Dice discarded, it rolls for 0 HD on the Reaction Table (if it is a character) or it is vanquished (if it is not a character).&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings, except that you get only one shot with an arbalest, two shots with a sling, or three shots with a bow, before a charging target is too close to shoot.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
The Knight Errant wields a Tremendous sword, wears Heavy armor, and faces three goblins with light spears and light armor (shields). A fourth goblin with a light bow snipes at the Knight.&lt;br /&gt;
&lt;br /&gt;
The Knight Errant rolls 9, 8, 3. Three goblins roll 6, 5, 4. The fourth goblin rolls 6. Starting from 9, the Knight Errant removes one goblin&#039;s 6; at 8, the Knight Errant removes another goblin&#039;s 5; at 6, the sniping goblin removes the Knight&#039;s 3; at 4, the remaining spear-wielding goblin fails to dent the Knight&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. The sniper rolls 5. At 7, the Knight Errant removes the goblin&#039;s 4. At 5, the sniper&#039;s arrow bounces off the Knight&#039;s armor. Before the Knight can close to strike with her sword, the sniper flees. The goblins have been vanquished.&lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? What is my armor number? ===&lt;br /&gt;
&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Min STR&lt;br /&gt;
! Arms&lt;br /&gt;
! Hit dice&lt;br /&gt;
! Armor number&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Unarmed&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Light (or STR +3)&lt;br /&gt;
| d6&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Moderate (or STR +6)&lt;br /&gt;
| d8&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Heavy&lt;br /&gt;
| d10&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| Tremendous&lt;br /&gt;
| d12&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in BLISS)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor number gets one less).&lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
&lt;br /&gt;
When you hear Birdsong (right before dawn, or if someone sings for you), you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If you hear Restoration, you may roll all your discarded Hit Dice. Any that do not come up &amp;amp;quot;1&amp;amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;amp;quot;research wizards&amp;amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;amp;quot;discovery&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Raiment&lt;br /&gt;
! Song dice&lt;br /&gt;
|-&lt;br /&gt;
| Skyclad&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birdsong:&#039;&#039;&#039; Enable the target to immediately roll to regain discarded Hit Dice (evens are restored). Cancel all spells with duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exorcism:&#039;&#039;&#039; Banish spirits from current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quell:&#039;&#039;&#039; All but one of the target&#039;s Hit Dice are set aside.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair&#039;&#039;&#039;: Restore the target&#039;s damaged arms to full Hit Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Restoration&#039;&#039;&#039;: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faelight:&#039;&#039;&#039; Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Golden Tongue:&#039;&#039;&#039; Target rolls Reaction Rolls as if +5 CHA.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lightness of Being:&#039;&#039;&#039; Target gains the Strider trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Earth Speaks:&#039;&#039;&#039; Target discovers all treasures in current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Tangled Vine:&#039;&#039;&#039; Target may not leave current location.&lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bitter Seed:&#039;&#039;&#039; Target discards highest Song Die when rolling for magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How Sweet the Scent:&#039;&#039;&#039; Target gains the Peaceable trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leaf Blight:&#039;&#039;&#039; Switch target&#039;s Hit Dice or Song Dice for one size smaller.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petals Shake:&#039;&#039;&#039; Target rolls all available Hit Dice and Song Dice, discard any matches.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Beautiful Broken Thorns:&#039;&#039;&#039; Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fading Twilight:&#039;&#039;&#039; Target gains the Elusive trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fog:&#039;&#039;&#039; Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gust of Wind:&#039;&#039;&#039; Target object is moved as if by a hand of STR +4; or, count Song Dice as Hit Dice for melee.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sweet Berry of Knowledge:&#039;&#039;&#039; Target gains a map of three random locations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Witch Sight:&#039;&#039;&#039; Target sees all hidden things.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beast Speech:&#039;&#039;&#039; The target may converse with any animal. Make Reaction Rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drowse:&#039;&#039;&#039; The target sleeps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hidden Star:&#039;&#039;&#039; The target illuminates their location as if they are a star.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pandemonium:&#039;&#039;&#039; All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield:&#039;&#039;&#039; Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;amp;quot;discard&amp;amp;quot;) any dice less than the d12.&lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkness:&#039;&#039;&#039; All lights are extinguished. No lights may be lit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eternal Dance:&#039;&#039;&#039; Target must immediately Move Along, and cannot Return to current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fiery Ring:&#039;&#039;&#039; In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silence:&#039;&#039;&#039; No sound can be heard in the current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mighty Flower:&#039;&#039;&#039; Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
! traits&lt;br /&gt;
|-&lt;br /&gt;
| Amazon&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M&lt;br /&gt;
| Bowmaster; Enduring&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Berserker; Tough&lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Cunning; Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M&lt;br /&gt;
| Spearmaster; Leadership&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Bones of Stone; Short Legs&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Elusive; Strider&lt;br /&gt;
|-&lt;br /&gt;
| Harper&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Affable; Any Songs&lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant&lt;br /&gt;
| +3&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| T&lt;br /&gt;
| Honored; Chants&lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Bowmaster; Fearsome&lt;br /&gt;
|-&lt;br /&gt;
| Monk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
| Disciple of the Hand; Chants&lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus&lt;br /&gt;
| *&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
| Ethereal; Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Lucky; Jingles&lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Peaceable; Hymns&lt;br /&gt;
|-&lt;br /&gt;
| Swordsman&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L&lt;br /&gt;
| Swordmaster; Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Aura of Power; Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L&lt;br /&gt;
| Beast friend; Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]]&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Bittersweet%20Magus.png|300px|class=internal-embed|Bittersweet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Captain.png|300px|class=internal-embed|Captain.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;amp;quot;discard&amp;amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;amp;quot;3&amp;amp;quot; would be &amp;amp;quot;abashed&amp;amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Knight%20Renegant%20b.png|300px|class=internal-embed|Knight Renegant b.png]]&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Monk.png|300px|class=internal-embed|Monk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Nightshade%20Magus.png|300px|class=internal-embed|Nightshade Magus.png]]&lt;br /&gt;
| *&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Periwinkle%20Magus.png|300px|class=internal-embed|Periwinkle Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Rose%20Magus.png|300px|class=internal-embed|Rose Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Violet%20Magus.png|300px|class=internal-embed|Violet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Woodfolk.png|300px|class=internal-embed|Woodfolk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;amp;quot;defeats&amp;amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
=== Larger than Life  ===&lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
=== How do I &amp;amp;quot;level up&amp;amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
=== Other traits ===&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2p&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6p&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11p&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 500&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Village&lt;br /&gt;
! Provisions&lt;br /&gt;
! Repairs&lt;br /&gt;
! L arms&lt;br /&gt;
! M arms&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| Bounteous&lt;br /&gt;
| 1p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 6s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Silent&lt;br /&gt;
| 2p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Goatkin&lt;br /&gt;
| 2p&lt;br /&gt;
| 1s&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Furnace&lt;br /&gt;
| 3p&lt;br /&gt;
| 2p&lt;br /&gt;
| 10p&lt;br /&gt;
| 4s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| 2s&lt;br /&gt;
| 8s&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Traveling House&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Traveling House&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== The Traveling House ====&lt;br /&gt;
&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Available to learn&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| any Holy Chant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| any Bittersweet Ballad&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| any Nightshade Lullaby&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| any Periwinkle Jingle&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| any Violet Tune&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Village Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Monk&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Rose Magus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Knight Errant&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Harper&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Swordsman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Forest&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| d10&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Denizens, Hazards, and Treasures ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die Roll&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Wolves&lt;br /&gt;
| Poison ivy&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Goblins&lt;br /&gt;
| Angry bees&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Elves&lt;br /&gt;
| Smoldering fire&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
| Rutting deer&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Foraging bear&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Visitor&lt;br /&gt;
| Thunderstorm&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Ogres&lt;br /&gt;
| Hail&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Fire ants&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| -&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Goblins&lt;br /&gt;
| -&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Wolves&lt;br /&gt;
| -&lt;br /&gt;
| robe&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Ogres&lt;br /&gt;
| -&lt;br /&gt;
| T arms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Amazon&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Barbarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heaths ===&lt;br /&gt;
&lt;br /&gt;
The open heaths, scenes of many ancient faery battles, may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
! Denizens&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| d4&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| d8&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| d10&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heath Denizens and Treasure ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizen&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| None&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visitor&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| None&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Travelers&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Dragon&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Visitor&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| None&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Dragon&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Visitor&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Travelers&lt;br /&gt;
| robe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
|-&lt;br /&gt;
| Cold Pass&lt;br /&gt;
|-&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
|-&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
|-&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caverns ===&lt;br /&gt;
&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Hot Caves&lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caves&lt;br /&gt;
|-&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
|-&lt;br /&gt;
| Grottoes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Denizens ==&lt;br /&gt;
&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Denizen&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Number&amp;lt;br /&amp;gt;&lt;br /&gt;
Appearing&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| HD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| SD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Traits / Songs&lt;br /&gt;
|-&lt;br /&gt;
| Dragons&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Fearsome / Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Short Legs, Bones of Stone&lt;br /&gt;
|-&lt;br /&gt;
| Elves&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive / Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Giants&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| T (d12)&lt;br /&gt;
| Tough&lt;br /&gt;
|-&lt;br /&gt;
| Goblins&lt;br /&gt;
| d10&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive&lt;br /&gt;
|-&lt;br /&gt;
| Ogres&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Tough, Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Ruffians&lt;br /&gt;
| d6&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Scorpions&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Travelers&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Strider / Chants&lt;br /&gt;
|-&lt;br /&gt;
| Trolls&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Elusive / Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Watch&lt;br /&gt;
| d6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee), Puissant (missile)&lt;br /&gt;
|-&lt;br /&gt;
| Wolves&lt;br /&gt;
| d8&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Beast friend, Tracker&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=444122</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=444122"/>
		<updated>2023-10-10T00:31:12Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: copy and paste from pandoc export of md file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Bounteous Village&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
| Hot Caves&lt;br /&gt;
| B&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Silent Village&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| Cold Pass&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| L&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Goatkin Village&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
| Deep Caves&lt;br /&gt;
| I&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Furnace Village&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Porcelain Village&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
| Grottoes&lt;br /&gt;
| S&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| L&lt;br /&gt;
| O&lt;br /&gt;
| S&lt;br /&gt;
| T&lt;br /&gt;
| Threshold&lt;br /&gt;
| Durance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;amp;quot;filled&amp;amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;amp;quot;best result&amp;amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;amp;quot;Best result&amp;amp;quot; means a 10% discount. &amp;amp;quot;Progress&amp;amp;quot; means a 10% markup. &amp;amp;quot;Suffer&amp;amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;amp;quot;best result,&amp;amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;amp;quot;Best result&amp;amp;quot; means a 10% discount; &amp;amp;quot;progress&amp;amp;quot; is inconclusive; &amp;amp;quot;suffer&amp;amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee) ===&lt;br /&gt;
&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die discards one other die from the table. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12).&lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic and missiles) ===&lt;br /&gt;
&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong.&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings. The shooter rolls their Hit Dice to set the target number for the shot. The target then rolls dice using the Pair method (modified by GRA). If the target rolls higher than the target number, they avoid injury. Otherwise, they suffer according to the Reaction Table.&lt;br /&gt;
&lt;br /&gt;
If you roll all odd dice when shooting, you run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Dice result&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Consequence&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| 0 HD (STR)&amp;lt;br /&amp;gt;&lt;br /&gt;
Missile (GRA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Trade (CHA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Recruit (CHA)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Forage (WIT)&lt;br /&gt;
!width=&amp;quot;14%&amp;quot;| Search (WIT)&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| Worst.&lt;br /&gt;
| Death.&lt;br /&gt;
| Can&#039;t buy it or sell it.&lt;br /&gt;
| Battle.&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
| Angry denizen.&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| Suffer.&lt;br /&gt;
| Need Restoration.&lt;br /&gt;
| 20% markup or discount.&lt;br /&gt;
| Can&#039;t recruit.&lt;br /&gt;
| Hazard.&lt;br /&gt;
| Lose 1 HD.&lt;br /&gt;
|-&lt;br /&gt;
| 6-8&lt;br /&gt;
| Progress.&lt;br /&gt;
| Need 7 Birdsong.&lt;br /&gt;
| 10% markup or discount.&lt;br /&gt;
| 10% markup.&lt;br /&gt;
| Nothing.&lt;br /&gt;
| Nothing.&lt;br /&gt;
|-&lt;br /&gt;
| 9-11&lt;br /&gt;
| Success.&lt;br /&gt;
| Need 2 Birdsong.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| Fair price.&lt;br /&gt;
| 1 day food.&lt;br /&gt;
| One treasure.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;gt;11&lt;br /&gt;
| Best.&lt;br /&gt;
| Not scratched.&lt;br /&gt;
| 10% discount or markup.&lt;br /&gt;
| 10% discount.&lt;br /&gt;
| 2 days food.&lt;br /&gt;
| Two treasures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Melee (close) Combat ==&lt;br /&gt;
&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. From highest to lowest die, name a target that has an armor number lower than the number on the die, and discard one of that target&#039;s Hit Dice. When a target has had all of its Hit Dice discarded, it rolls for 0 HD on the Reaction Table (if it is a character) or it is vanquished (if it is not a character).&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
The Knight Errant wields a Tremendous sword, wears Heavy armor, and faces three goblins with light spears and light armor (shields). The Knight Errant rolls 9, 8, 3. Three goblins roll 6, 5, 4. Starting from 9, the Knight Errant removes one goblin&#039;s 6; at 8, the Knight Errant removes another goblin&#039;s 5; at 4, the remaining goblin fails to dent the Knight&#039;s armor; at 3, the remaining goblin desperately deflects the Knight Errant&#039;s sword with his shield.&lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5, 5. The remaining brave goblin rolls 4. At 7, the Knight Errant removes the goblin&#039;s 4. The goblins have been vanquished.&lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? What is my armor number? ===&lt;br /&gt;
&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Min STR&lt;br /&gt;
! Arms&lt;br /&gt;
! Hit dice&lt;br /&gt;
! Armor number&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Unarmed&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Light (or STR +3)&lt;br /&gt;
| d6&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| any&lt;br /&gt;
| Moderate (or STR +6)&lt;br /&gt;
| d8&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Heavy&lt;br /&gt;
| d10&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| Tremendous&lt;br /&gt;
| d12&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Cost (in BLISS)&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Lifestyle min&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| (#) Examples&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed&lt;br /&gt;
| 3p&lt;br /&gt;
| Meager&lt;br /&gt;
| Gambeson; dagger, rocks&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| 1s&lt;br /&gt;
| Simple&lt;br /&gt;
| (1) Maille shirt and/or (2) target;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) light spear or (4) arming sword, (5) short bow or (6) sling&lt;br /&gt;
|-&lt;br /&gt;
| Moderate&lt;br /&gt;
| 5s&lt;br /&gt;
| Decent&lt;br /&gt;
| (1) Hauberk and cap, (2) heater shield;&amp;lt;br /&amp;gt;&lt;br /&gt;
(3) hand axe, (4) heavy hammer, (5,6) spear or (7) broad sword, (8) long bow&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 15s&lt;br /&gt;
| Good&lt;br /&gt;
| (1) Haubergeon with bracers and helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
two-hand (2) axe or (3) halberd, two-hand (4) sword or (5) hammer, (6) arbalest&lt;br /&gt;
|-&lt;br /&gt;
| Tremendous&lt;br /&gt;
| 2£&lt;br /&gt;
| Rich&lt;br /&gt;
| (1) Full maille and closed helm;&amp;lt;br /&amp;gt;&lt;br /&gt;
tremendous (2,3) sword or (4) axe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller, armor number gets one less).&lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
&lt;br /&gt;
When you hear Birdsong (right before dawn, or if someone sings for you), you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If you hear Restoration, you may roll all your discarded Hit Dice. Any that do not come up &amp;amp;quot;1&amp;amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;amp;quot;research wizards&amp;amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;amp;quot;discovery&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Raiment&lt;br /&gt;
! Song dice&lt;br /&gt;
|-&lt;br /&gt;
| Skyclad&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birdsong:&#039;&#039;&#039; Enable the target to immediately roll to regain discarded Hit Dice (evens are restored). Cancel all spells with duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exorcism:&#039;&#039;&#039; Banish spirits from current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quell:&#039;&#039;&#039; All but one of the target&#039;s Hit Dice are set aside.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair&#039;&#039;&#039;: Restore the target&#039;s damaged arms to full Hit Dice.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Restoration&#039;&#039;&#039;: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faelight:&#039;&#039;&#039; Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Golden Tongue:&#039;&#039;&#039; Target rolls Reaction Rolls as if +5 CHA.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lightness of Being:&#039;&#039;&#039; Target gains the Strider trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Earth Speaks:&#039;&#039;&#039; Target discovers all treasures in current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Tangled Vine:&#039;&#039;&#039; Target may not leave current location.&lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bitter Seed:&#039;&#039;&#039; Target discards highest Song Die when rolling for magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How Sweet the Scent:&#039;&#039;&#039; Target gains the Peaceable trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leaf Blight:&#039;&#039;&#039; Switch target&#039;s Hit Dice or Song Dice for one size smaller.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petals Shake:&#039;&#039;&#039; Target rolls all available Hit Dice and Song Dice, discard any matches.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Beautiful Broken Thorns:&#039;&#039;&#039; Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fading Twilight:&#039;&#039;&#039; Target gains the Elusive trait.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fog:&#039;&#039;&#039; Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gust of Wind:&#039;&#039;&#039; Target object is moved as if by a hand of STR +4; or, count Song Dice as Hit Dice for melee.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sweet Berry of Knowledge:&#039;&#039;&#039; Target gains a map of three random locations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Witch Sight:&#039;&#039;&#039; Target sees all hidden things.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beast Speech:&#039;&#039;&#039; The target may converse with any animal. Make Reaction Rolls.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Drowse:&#039;&#039;&#039; The target sleeps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hidden Star:&#039;&#039;&#039; The target illuminates their location as if they are a star.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pandemonium:&#039;&#039;&#039; All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield:&#039;&#039;&#039; Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;amp;quot;discard&amp;amp;quot;) any dice less than the d12.&lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkness:&#039;&#039;&#039; All lights are extinguished. No lights may be lit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eternal Dance:&#039;&#039;&#039; Target must immediately Move Along, and cannot Return to current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fiery Ring:&#039;&#039;&#039; In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Silence:&#039;&#039;&#039; No sound can be heard in the current location.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Mighty Flower:&#039;&#039;&#039; Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
! traits&lt;br /&gt;
|-&lt;br /&gt;
| Amazon&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M&lt;br /&gt;
| Bowmaster; Enduring&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Berserker; Tough&lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Cunning; Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M&lt;br /&gt;
| Spearmaster; Leadership&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Bones of Stone; Short Legs&lt;br /&gt;
|-&lt;br /&gt;
| Elf&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Elusive; Strider&lt;br /&gt;
|-&lt;br /&gt;
| Harper&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
| Affable; Any Songs&lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant&lt;br /&gt;
| +3&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| T&lt;br /&gt;
| Honored; Chants&lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
| Bowmaster; Fearsome&lt;br /&gt;
|-&lt;br /&gt;
| Monk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
| Disciple of the Hand; Chants&lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus&lt;br /&gt;
| *&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
| Ethereal; Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Lucky; Jingles&lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Peaceable; Hymns&lt;br /&gt;
|-&lt;br /&gt;
| Swordsman&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L&lt;br /&gt;
| Swordmaster; Cunning&lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
| Aura of Power; Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L&lt;br /&gt;
| Beast friend; Tracker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Amazon.png|300px|class=internal-embed|Amazon.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Barbarian.png|300px|class=internal-embed|Barbarian.png]]&lt;br /&gt;
| +4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Bittersweet%20Magus.png|300px|class=internal-embed|Bittersweet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Captain.png|300px|class=internal-embed|Captain.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Dwarf.png|300px|class=internal-embed|Dwarf.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;amp;quot;discard&amp;amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Elf.png|300px|class=internal-embed|Elf.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Harper.png|300px|class=internal-embed|Harper.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;amp;quot;3&amp;amp;quot; would be &amp;amp;quot;abashed&amp;amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Knight%20Errant.png|300px|class=internal-embed|Knight Errant.png]]&lt;br /&gt;
| +3&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Knight%20Renegant%20b.png|300px|class=internal-embed|Knight Renegant b.png]]&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| -1&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Monk.png|300px|class=internal-embed|Monk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Nightshade%20Magus.png|300px|class=internal-embed|Nightshade Magus.png]]&lt;br /&gt;
| *&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| *&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. You always roll d8 Song Dice. If all of your Song Dice are discarded, roll WIT against the 0 HD column of the Reaction table.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Periwinkle%20Magus.png|300px|class=internal-embed|Periwinkle Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Rose%20Magus.png|300px|class=internal-embed|Rose Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Swordsman.png|300px|class=internal-embed|Swordsman.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Violet%20Magus.png|300px|class=internal-embed|Violet Magus.png]]&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| +3&lt;br /&gt;
| +1&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Character&lt;br /&gt;
! STR&lt;br /&gt;
! GRA&lt;br /&gt;
! WIT&lt;br /&gt;
! CHA&lt;br /&gt;
! HD&lt;br /&gt;
! SD&lt;br /&gt;
! Arms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:/home/alan/Obsidian/Woodfolk.png|300px|class=internal-embed|Woodfolk.png]]&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| L&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;amp;quot;defeats&amp;amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
=== Larger than Life  ===&lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
=== How do I &amp;amp;quot;level up&amp;amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
=== Other traits ===&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) === 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) === 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) === 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Lifestyle&lt;br /&gt;
! Cost/mo&lt;br /&gt;
! Max lv&lt;br /&gt;
! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Meager&lt;br /&gt;
| 3p&lt;br /&gt;
| 0&lt;br /&gt;
| Unskilled laborer, conscripts&lt;br /&gt;
|-&lt;br /&gt;
| Simple&lt;br /&gt;
| 6p&lt;br /&gt;
| 1&lt;br /&gt;
| Skilled labor, light infantry, archers&lt;br /&gt;
|-&lt;br /&gt;
| Decent&lt;br /&gt;
| 1s&lt;br /&gt;
| 2&lt;br /&gt;
| Specialists, heavy infantry, crossbowmen, cavalry&lt;br /&gt;
|-&lt;br /&gt;
| Good&lt;br /&gt;
| 2s&lt;br /&gt;
| 3&lt;br /&gt;
| Knights, guild leaders&lt;br /&gt;
|-&lt;br /&gt;
| Rich&lt;br /&gt;
| 5s&lt;br /&gt;
| 4&lt;br /&gt;
| Aristocrats, rich merchants&lt;br /&gt;
|-&lt;br /&gt;
| Wealthy&lt;br /&gt;
| 10s&lt;br /&gt;
| 9&lt;br /&gt;
| Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
| Extravagant&lt;br /&gt;
| 1£+&lt;br /&gt;
| 14&lt;br /&gt;
| High lords&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Creature&lt;br /&gt;
! Cost/wk&lt;br /&gt;
! Enc (pounds)&lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)&lt;br /&gt;
| 2p&lt;br /&gt;
| 14/wk&lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large)&lt;br /&gt;
| 6p&lt;br /&gt;
| 42/wk&lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse&lt;br /&gt;
| 11p&lt;br /&gt;
| 98/wk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Mounts&lt;br /&gt;
! Safe load (lb)&lt;br /&gt;
! Cost&lt;br /&gt;
! Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
| Draft&lt;br /&gt;
| 300&lt;br /&gt;
| 4s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Pack&lt;br /&gt;
| 500&lt;br /&gt;
| 5s&lt;br /&gt;
| 1s&lt;br /&gt;
|-&lt;br /&gt;
| Riding&lt;br /&gt;
| 200&lt;br /&gt;
| 1£&lt;br /&gt;
| 2s&lt;br /&gt;
|-&lt;br /&gt;
| Hunting&lt;br /&gt;
| 200&lt;br /&gt;
| 5£&lt;br /&gt;
| 3s&lt;br /&gt;
|-&lt;br /&gt;
| War&lt;br /&gt;
| 300&lt;br /&gt;
| 10£&lt;br /&gt;
| 4s&lt;br /&gt;
|-&lt;br /&gt;
| Mule&lt;br /&gt;
| 300&lt;br /&gt;
| 5s&lt;br /&gt;
| 6p&lt;br /&gt;
|-&lt;br /&gt;
| Donkey&lt;br /&gt;
| 200&lt;br /&gt;
| 3s&lt;br /&gt;
| 6p&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Village&lt;br /&gt;
! Provisions&lt;br /&gt;
! Repairs&lt;br /&gt;
! L arms&lt;br /&gt;
! M arms&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| Bounteous&lt;br /&gt;
| 1p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 6s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Silent&lt;br /&gt;
| 2p&lt;br /&gt;
| 5p&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Goatkin&lt;br /&gt;
| 2p&lt;br /&gt;
| 1s&lt;br /&gt;
| 1s&lt;br /&gt;
| 5s&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Furnace&lt;br /&gt;
| 3p&lt;br /&gt;
| 2p&lt;br /&gt;
| 10p&lt;br /&gt;
| 4s&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Porcelain&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| 2s&lt;br /&gt;
| 8s&lt;br /&gt;
| d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Traveling House&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Watch&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Travelers&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Ruffians&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Traveling House&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== The Traveling House ====&lt;br /&gt;
&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Available to learn&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| any Holy Chant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| any Bittersweet Ballad&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| any Nightshade Lullaby&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| any Periwinkle Jingle&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| any Violet Tune&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Village Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Monk&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Rose Magus&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Bittersweet Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Knight Errant&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Harper&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Swordsman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Forest&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Birch Wood&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
|-&lt;br /&gt;
| Elm Wood&lt;br /&gt;
| d6&lt;br /&gt;
| d8&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Ash Wood&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Oak Wood&lt;br /&gt;
| d10&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Beech Wood&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
| d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Denizens, Hazards, and Treasures ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die Roll&lt;br /&gt;
! Denizens&lt;br /&gt;
! Hazard&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Wolves&lt;br /&gt;
| Poison ivy&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Goblins&lt;br /&gt;
| Angry bees&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Elves&lt;br /&gt;
| Smoldering fire&lt;br /&gt;
| 10s&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Travelers&lt;br /&gt;
| Rutting deer&lt;br /&gt;
| L arms&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Foraging bear&lt;br /&gt;
| 40s&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Visitor&lt;br /&gt;
| Thunderstorm&lt;br /&gt;
| M arms&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Ogres&lt;br /&gt;
| Hail&lt;br /&gt;
| ring&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| Fire ants&lt;br /&gt;
| 100s&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
| -&lt;br /&gt;
| rod&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Goblins&lt;br /&gt;
| -&lt;br /&gt;
| H arms&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Wolves&lt;br /&gt;
| -&lt;br /&gt;
| robe&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Ogres&lt;br /&gt;
| -&lt;br /&gt;
| T arms&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Forest Visitors ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Visitor&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Elf&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knight Renegant&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Periwinkle Magus&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Amazon&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Captain&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Barbarian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Heaths ===&lt;br /&gt;
&lt;br /&gt;
The open heaths may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&lt;br /&gt;
! Denizens&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| Grim Heath&lt;br /&gt;
| d4&lt;br /&gt;
| d10&lt;br /&gt;
|-&lt;br /&gt;
| Gloomy Heath&lt;br /&gt;
| d6&lt;br /&gt;
| d12&lt;br /&gt;
|-&lt;br /&gt;
| Pale Heath&lt;br /&gt;
| d8&lt;br /&gt;
| d6&lt;br /&gt;
|-&lt;br /&gt;
| Moaning Heath&lt;br /&gt;
| d10&lt;br /&gt;
| d4&lt;br /&gt;
|-&lt;br /&gt;
| Howling Heath&lt;br /&gt;
| d12&lt;br /&gt;
| d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heath Denizens and Treasure ====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Die roll&lt;br /&gt;
! Denizen&lt;br /&gt;
! Treasure&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Travelers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Travelers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Dragon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Visitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Travelers&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| Dragon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Visitor&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Travelers&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Jagged Hill&lt;br /&gt;
|-&lt;br /&gt;
| Cold Pass&lt;br /&gt;
|-&lt;br /&gt;
| Sentry Peak&lt;br /&gt;
|-&lt;br /&gt;
| Golden Cliffs&lt;br /&gt;
|-&lt;br /&gt;
| High Seat Crag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caverns ===&lt;br /&gt;
&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Hot Caves&lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
|-&lt;br /&gt;
| Deep Caves&lt;br /&gt;
|-&lt;br /&gt;
| Glowing Caves&lt;br /&gt;
|-&lt;br /&gt;
| Grottoes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Denizens ==&lt;br /&gt;
&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Denizen&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Number&amp;lt;br /&amp;gt;&lt;br /&gt;
Appearing&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| HD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| SD&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Arms&lt;br /&gt;
!width=&amp;quot;16%&amp;quot;| Traits / Songs&lt;br /&gt;
|-&lt;br /&gt;
| Dragons&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Fearsome / Tunes&lt;br /&gt;
|-&lt;br /&gt;
| Dwarves&lt;br /&gt;
| d4&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Short Legs, Bones of Stone&lt;br /&gt;
|-&lt;br /&gt;
| Elves&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive / Ballads&lt;br /&gt;
|-&lt;br /&gt;
| Giants&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| T (d12)&lt;br /&gt;
| Tough&lt;br /&gt;
|-&lt;br /&gt;
| Goblins&lt;br /&gt;
| d10&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Elusive&lt;br /&gt;
|-&lt;br /&gt;
| Ogres&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Tough, Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Ruffians&lt;br /&gt;
| d6&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Scorpions&lt;br /&gt;
| d4&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee)&lt;br /&gt;
|-&lt;br /&gt;
| Travelers&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Strider / Chants&lt;br /&gt;
|-&lt;br /&gt;
| Trolls&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| H (d10)&lt;br /&gt;
| Elusive / Lullabies&lt;br /&gt;
|-&lt;br /&gt;
| Watch&lt;br /&gt;
| d6&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| M (d8)&lt;br /&gt;
| Puissant (melee), Puissant (missile)&lt;br /&gt;
|-&lt;br /&gt;
| Wolves&lt;br /&gt;
| d8&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| L (d6)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk&lt;br /&gt;
| d4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| L (d6)&lt;br /&gt;
| Beast friend, Tracker&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443874</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443874"/>
		<updated>2023-10-06T23:45:48Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fae Queen Restored =&lt;br /&gt;
== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6 !! 1                 !! 2          !! 3             !! 4              !! 5             !! 6       &lt;br /&gt;
|- &lt;br /&gt;
| 1     || Bounteous Village || Birch Wood || Grim Heath    || Jagged Hill    || Hot Caves     || B       &lt;br /&gt;
|- &lt;br /&gt;
| 2     || Silent Village    || Elm Wood   || Gloomy Heath  || Cold Pass      || Salt Caves    || L       &lt;br /&gt;
|- &lt;br /&gt;
| 3     || Goatkin Village   || Ash Wood   || Pale Heath    || Sentry Peak    || Deep Caves    || I       &lt;br /&gt;
|- &lt;br /&gt;
| 4     || Furnace Village   || Oak Wood   || Moaning Heath || Golden Cliffs  || Glowing Caves || S       &lt;br /&gt;
|- &lt;br /&gt;
| 5     || Porcelain Village || Beech Wood || Howling Heath || High Seat Crag || Grottoes      || S       &lt;br /&gt;
|- &lt;br /&gt;
| 6     || L                 || O          || S             || T              || Threshold     || Durance &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;quot;filled&amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;quot;best result&amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;quot;Best result&amp;quot; means a 10% discount. &amp;quot;Progress&amp;quot; means a 10% markup. &amp;quot;Suffer&amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;quot;best result,&amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;quot;Best result&amp;quot; means a 10% discount; &amp;quot;progress&amp;quot; is inconclusive; &amp;quot;suffer&amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee) ===&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die discards one other die from the table. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Skills or Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Skill or Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12). &lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic and missiles) ===&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability or Skill, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong. If you discard your last Song Die when casting a Song, then you forget the Song.&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings. The shooter rolls their Hit Dice to set the target number for the shot. The target then rolls dice using the Pair method (modified by GRA). If the target rolls higher than the target number, they avoid injury. Otherwise, they suffer according to the Reaction Table.&lt;br /&gt;
&lt;br /&gt;
If you roll all odd dice when shooting, you run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Dice result || Consequence || 0 HD (STR)&amp;lt;br&amp;gt;Missile (GRA) || Trade (CHA)              || Recruit (CHA)  || Forage (WIT)   || Search (WIT)   &lt;br /&gt;
|-&lt;br /&gt;
| 2-3         || Worst.      || Death.                     || Can&#039;t buy it or sell it. || Battle.        || Angry denizen. || Angry denizen. &lt;br /&gt;
|-&lt;br /&gt;
| 4-5         || Suffer.     || Need Restoration.          || 20% markup or discount.  || Can&#039;t recruit. || Hazard.          || Lose 1 HD.     &lt;br /&gt;
|-&lt;br /&gt;
| 6-8         || Progress.   || Need 1 week rest.          || 10% markup or discount.  || 10% markup.    || Nothing.       || Nothing.       &lt;br /&gt;
|-&lt;br /&gt;
| 9-11        || Success.    || Need 2 days rest.          || Fair price.              || Fair price.    || 1 day food.    || One treasure.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;11         || Best.       || Not scratched.             || 10% discount or markup.  || 10% discount.  || 2 days food.   || Two treasures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Melee (close) Combat ==&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. Starting with the highest die result, the owner of that die picks one other die to remove. Repeat this until no more dice can be removed. Then break from combat, or re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Knight Errant rolls 9, 8, 3. Three goblins roll 7, 6, 6. Starting from 9, the Knight Errant removes the goblins&#039; 7; at 8, the Knight Errant removes the goblins&#039; first 6; at 6, the goblins remove the Knight Errant&#039;s 3.  &lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. At 7, the Knight Errant removes the goblin&#039;s 4. The goblins have been vanquished. &lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Min STR || Armaments            || Hit dice &lt;br /&gt;
|-&lt;br /&gt;
| any     || Unarmed              || d4       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Light (or STR +3)    || d6       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Moderate (or STR +6) || d8       &lt;br /&gt;
|-&lt;br /&gt;
| 0       || Heavy                || d10      &lt;br /&gt;
|-&lt;br /&gt;
| +3      || Tremendous           || d12      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Light armament is a light weapon or light armor. Moderate armament is a light or medium weapon or armor plus a medium weapon or medium armor. Heavy armament is a medium weapon or armor plus a heavy weapon or armor. Tremendous armament is a heavy weapon plus heavy armor.  &lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
At Birdsong (right before dawn), or if someone sings Birdsong for you, you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If someone sings Restoration for you, you may roll all your discarded Hit Dice. Any that do not come up &amp;quot;1&amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;quot;research wizards&amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;quot;discovery&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until next Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Raiment                       || Song dice &lt;br /&gt;
|-&lt;br /&gt;
| Skyclad                       || d4         &lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe     || d6         &lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe || d8         &lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe           || d10        &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
**Birdsong:** Enable the target to immediately roll to regain discarded Hit Dice (evens are restored).&lt;br /&gt;
**Exorcism:** Banish spirits from current location.&lt;br /&gt;
**Quell:** All but one of the target&#039;s Hit Dice are set aside. &lt;br /&gt;
**Repair**: Restore the target&#039;s damaged arms to full Hit Dice.&lt;br /&gt;
**Restoration**: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
**Faelight:** Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&lt;br /&gt;
**Golden Tongue:** Target rolls Reaction Rolls as if +5 CHA.&lt;br /&gt;
**Lightness of Being:** Target gains the Strider trait.&lt;br /&gt;
**The Earth Speaks:** Target discovers all treasures in current location.&lt;br /&gt;
**The Tangled Vine:** Target may not leave current location. &lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
**Bitter Seed:** Target discards highest Song Die when rolling for magic.&lt;br /&gt;
**How Sweet the Scent:** Target gains the Peaceable trait.&lt;br /&gt;
**Leaf Blight:** Switch target&#039;s Hit Dice or Song Dice for one size smaller.&lt;br /&gt;
**Petals Shake:** Target rolls all available Hit Dice and Song Dice, discard any matches.&lt;br /&gt;
**The Beautiful Broken Thorns:** Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
**Fading Twilight:** Target gains the Elusive trait.&lt;br /&gt;
**Fog:** Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&lt;br /&gt;
**Gust of Wind:** Target object is moved as if by a hand of STR +4.&lt;br /&gt;
**Sweet Berry of Knowledge:** Target gains a map of three random locations.&lt;br /&gt;
**Witch Sight:** Target sees all hidden things. &lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
**Beast Speech:** The target may converse with any animal. Make Reaction Rolls.&lt;br /&gt;
**Drowse:** The target sleeps.&lt;br /&gt;
**Hidden Star:** The target illuminates their location as if they are a star.&lt;br /&gt;
**Pandemonium:** All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&lt;br /&gt;
**Shield:** Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;quot;discard&amp;quot;) any dice less than the d12. &lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
**Darkness:** All lights are extinguished. No lights may be lit.&lt;br /&gt;
**Eternal Dance:** Target must immediately Move Along, and cannot Return to current location.&lt;br /&gt;
**Fiery Ring:** In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&lt;br /&gt;
**Silence:** No sound can be heard in the current location.&lt;br /&gt;
**The Mighty Flower:** Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Character         || STR || GRA || WIT || CHA || HD  || SD  || Arms || traits                        &lt;br /&gt;
|-&lt;br /&gt;
| Amazon            || +1  || +2  || 0   || 0   || 3   || 1   || M    || Bowmaster; Enduring          &lt;br /&gt;
|-&lt;br /&gt;
| Barbarian         || +4  || 0   || -1  || 0   || 4   || 0   || H    || Berserker; Tough             &lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus || 0   || +1  || +2  || 0   || 2   || 2   || L    || Cunning; Ballads             &lt;br /&gt;
|-&lt;br /&gt;
| Captain           || +1  || +1  || 0   || +1  || 4   || 0   || M    || Spearmaster; Leadership        &lt;br /&gt;
|-&lt;br /&gt;
| Dwarf             || +3  || 0   || +2  || 0   || 4   || 0   || H    || Bones of Stone; Short Legs   &lt;br /&gt;
|-&lt;br /&gt;
| Elf               || 0   || +2  || +1  || +1  || 2   || 2   || L    || Elusive; Strider             &lt;br /&gt;
|-&lt;br /&gt;
| Harper            || 0   || +1  || +2  || +1  || 2   || 2   || L    || Affable; Any Songs           &lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant     || +3  || -1  || 0   || +1  || 3   || 1   || T    || Honored; Chants              &lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant   || +2  || +2  || 0   || -1  || 4   || 0   || H    || Bowmaster; Fearsome          &lt;br /&gt;
|-&lt;br /&gt;
| Monk              || +1  || +1  || +1  || +1  || 2   || 2   || *    || Disciple of the Hand; Chants &lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus  || *   || 0   || +3  || 0   || 0   || 4   || *    || Ethereal; Lullabies          &lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus  || 0   || +1  || +1  || +1  || 1   || 3   || L    || Lucky; Jingles        &lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus        || 0   || 0   || +2  || +1  || 1   || 3   || L    || Peaceable; Hymns             &lt;br /&gt;
|-&lt;br /&gt;
| Swordsman         || +1  || +2  || 0   || 0   || 4   || 0   || L    || Swordmaster; Cunning         &lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus      || 0   || 0   || +3  || +1  || 1   || 3   || L    || Aura of Power; Tunes         &lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk          || +1  || +1  || +1  || +1  || 3   || 1   || L    || Beast friend; Tracker        &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
{|         &lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +2  || 0   || 0   || 3   || 1   || M    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +4  || 0   || -1  || 0   || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +2  || 0   || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || 0   || +1  || 4   || 0   || M    |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +3  || 0   || +2  || 0   || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;quot;discard&amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +2  || +1  || +1  || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +2  || +1  || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;quot;3&amp;quot; would be &amp;quot;abashed&amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +3  || -1  || 0   || +1  || 3   || 1   || T    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +2  || +2  || 0   || -1  || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || +1  || +1  || 2   || 2   || *    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| *   || 0   || +3  || 0   || 0   || 4   || *    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. Only magic may end you.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +1  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || 0   || +2  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +2  || 0   || 0   || 4   || 0   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || 0   || +3  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || +1  || +1  || 3   || 1   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;quot;defeats&amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
=== Larger than Life ===&lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
=== How do I &amp;quot;level up&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
=== Other traits ===&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) = 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) = 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) = 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.  &lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Lifestyle||Cost/mo||Examples|&lt;br /&gt;
|-&lt;br /&gt;
|Meager||3p||Unskilled laborer, conscripts&lt;br /&gt;
|-&lt;br /&gt;
|Simple||6p||Skilled labor, light infantry, archers&lt;br /&gt;
|-&lt;br /&gt;
|Decent||1s||Specialists, heavy infantry, crossbowmen, cavalry&lt;br /&gt;
|-&lt;br /&gt;
|Good||2s||Knights, guild leaders&lt;br /&gt;
|-&lt;br /&gt;
|Rich||5s||Aristocrats, rich merchants&lt;br /&gt;
|-&lt;br /&gt;
|Wealthy||10s||Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
|Extravagant||1£+||High lords&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. &lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Creature               || Cost/wk || Enc (pounds) &lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)     || 2p      || 14/wk        &lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large) || 6p      || 42/wk        &lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse      || 11p     || 98/wk        &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
=== Things Worth Buying ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Mounts||Safe load (lb)||Cost||Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
|Draft||300||4s||1s&lt;br /&gt;
|-&lt;br /&gt;
|Pack||500||5s||1s&lt;br /&gt;
|-&lt;br /&gt;
|Riding||200||1£||2s&lt;br /&gt;
|-&lt;br /&gt;
|Hunting||200||5£||3s&lt;br /&gt;
|-&lt;br /&gt;
|War||300||10£||4s&lt;br /&gt;
|-&lt;br /&gt;
|Mule||300||5s||6p&lt;br /&gt;
|-&lt;br /&gt;
|Donkey||200||3s||6p&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Arms       || Cost || Lifestyle min || Examples                                                      &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed    || 3p   || Meager        || Gambeson, dagger, sling                                       &lt;br /&gt;
|-&lt;br /&gt;
| Light      || 1s   || Simple        || Maille shirt, axe, spear or arming sword, short bow           &lt;br /&gt;
|-&lt;br /&gt;
| Moderate   || 5s   || Decent        || Hauberk and cap, shield, axe, spear or arming sword, long bow &lt;br /&gt;
|-&lt;br /&gt;
| Heavy      || 15s  || Good          || Haubergeon with bracers and helm, great axe or sword          &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous || 2£   || Rich          || Full maille and closed helm, great sword or axe                    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
| Village   | Provisions | Repairs | L arms | M arms | Denizens |&lt;br /&gt;
| --------- | ---------- | ------- | ------ | ------ | -------- |&lt;br /&gt;
| Bounteous | 1p         | 5p      | 1s     | 6s     | d6       |&lt;br /&gt;
| Silent    | 2p         | 5p      | 1s     | 5s     | d4       |&lt;br /&gt;
| Goatkin   | 2p         | 1s      | 1s     | 5s     | d8       |&lt;br /&gt;
| Furnace   | 3p         | 2p      | 10p    | 4s     | d6       |&lt;br /&gt;
| Porcelain | X          | X       | 2s     | 8s     | d10      |&lt;br /&gt;
&lt;br /&gt;
| Die roll | Denizens        |&lt;br /&gt;
| -------- | --------------- |&lt;br /&gt;
| 1        | Traveling House | &lt;br /&gt;
| 2        | Visitor         |&lt;br /&gt;
| 3        | Watch           |&lt;br /&gt;
| 4        | Travelers       |&lt;br /&gt;
| 5        | Ruffians        |&lt;br /&gt;
| 6        | Watch           |&lt;br /&gt;
| 7        | Travelers       |&lt;br /&gt;
| 8        | Ruffians        |&lt;br /&gt;
| 9        | Visitor         |&lt;br /&gt;
| 10       | Traveling House |&lt;br /&gt;
&lt;br /&gt;
==== The Traveling House ====&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
| Die roll | Available to learn     | &lt;br /&gt;
| -------- | ---------------------- |&lt;br /&gt;
| 1        | Restoration            |&lt;br /&gt;
| 2        | any Holy Chant         |&lt;br /&gt;
| 3        | any Bittersweet Ballad |&lt;br /&gt;
| 4        | any Nightshade Lullaby |&lt;br /&gt;
| 5        | any Periwinkle Jingle  |&lt;br /&gt;
| 6        | any Violet Tune        |&lt;br /&gt;
&lt;br /&gt;
==== Village Visitors ====&lt;br /&gt;
&lt;br /&gt;
| Die roll | Visitor |&lt;br /&gt;
| -------- | ------- |&lt;br /&gt;
| 1        |  Monk       |&lt;br /&gt;
| 2        |  Rose Magus       |&lt;br /&gt;
| 3        |  Bittersweet Magus       |&lt;br /&gt;
| 4        |  Knight Errant       |&lt;br /&gt;
| 5        |  Harper       |&lt;br /&gt;
| 6         | Swordsman        |&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
| Forest     | Denizens | Hazard | Treasure |&lt;br /&gt;
| ---------- | -------- | ---- | -------- |&lt;br /&gt;
| Birch Wood | d4       | d6   | d8       |&lt;br /&gt;
| Elm Wood   | d6       | d8   | d10      |&lt;br /&gt;
| Ash Wood   | d8       | d4   | d6       |&lt;br /&gt;
| Oak Wood   | d10      | d6   | d6       |&lt;br /&gt;
| Beech Wood | d12      | d8   | d4       |&lt;br /&gt;
&lt;br /&gt;
==== Forest Denizens, Hazards, and Treasures ====&lt;br /&gt;
| Die Roll | Denizens  | Hazard          | Treasure |&lt;br /&gt;
| -------- | --------- | --------------- | -------- |&lt;br /&gt;
| 1        | Wolves    | Poison ivy      | none     |&lt;br /&gt;
| 2        | Goblins   | Angry bees      | none     |&lt;br /&gt;
| 3        | Elves     | Smoldering fire | 10s      |&lt;br /&gt;
| 4        | Travelers | Rutting deer    | L arms   |&lt;br /&gt;
| 5        | Woodfolk  |                 | 40s      |&lt;br /&gt;
| 6        | Visitor   |                 | M arms   |&lt;br /&gt;
| 7        | Ogres     |                 | ring     |&lt;br /&gt;
| 8        | Woodfolk  |                 | 100s     |&lt;br /&gt;
| 9        | Travelers | -               | rod      |&lt;br /&gt;
| 10       | Goblins   | -               | H arms   |&lt;br /&gt;
| 11       | Wolves    | -               | robe     |&lt;br /&gt;
| 12       | Ogres     | -               | T arms   |&lt;br /&gt;
&lt;br /&gt;
=== Heaths ===&lt;br /&gt;
The open heaths may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Grim Heath    |&lt;br /&gt;
| Gloomy Heath  |&lt;br /&gt;
| Pale Heath    |&lt;br /&gt;
| Moaning Heath |&lt;br /&gt;
| Howling Heath |&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|                |&lt;br /&gt;
| -------------- |&lt;br /&gt;
| Jagged Hill    |&lt;br /&gt;
| Cold Pass      |&lt;br /&gt;
| Sentry Peak    |&lt;br /&gt;
| Golden Cliffs  |&lt;br /&gt;
| High Seat Crag |&lt;br /&gt;
&lt;br /&gt;
=== Caverns ===&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Hot Caves     |&lt;br /&gt;
| Salt Caves    |&lt;br /&gt;
| Deep Caves    |&lt;br /&gt;
| Glowing Caves |&lt;br /&gt;
| Grottoes      |&lt;br /&gt;
&lt;br /&gt;
== Denizens ==&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
| Denizen   | Number&amp;lt;br&amp;gt;Appearing | HD  | SD  | Arms    | Traits / Songs                       |&lt;br /&gt;
| --------- | ------------------- | --- | --- | ------- | ------------------------------------ |&lt;br /&gt;
| Dragons   | 1                   | 7   | 2   | H (d10) | Fearsome / Tunes              |&lt;br /&gt;
| Dwarves   | d4                  | 2   | 0   | H (d10) | Short Legs, Bones of Stone           |&lt;br /&gt;
| Elves     | d4                  | 1   | 1   | L (d6)  | Elusive /  Ballads       |&lt;br /&gt;
| Giants    | 1                   | 6   | 0   | T (d12) | Tough                                |&lt;br /&gt;
| Goblins   | d10                 | 1   | 0   | L (d6)  | Elusive                              |&lt;br /&gt;
| Ogres     | 1                   | 5   | 0   | M (d8)  | Tough, Puissant (melee)              |&lt;br /&gt;
| Ruffians  | d6                  | 1   | 0   | L (d6)  | -                                    |&lt;br /&gt;
| Scorpions | d4                  | 3   | 0   | M (d8)  | Puissant (melee)                     |&lt;br /&gt;
| Travelers | d4                  | 1   | 2   | L (d6)  | Strider / Chants                |&lt;br /&gt;
| Trolls    | 2                   | 4   | 1   | H (d10) | Elusive / Lullabies         |&lt;br /&gt;
| Watch     | d6                  | 2   | 0   | M (d8)  | Puissant (melee), Puissant (missile) |&lt;br /&gt;
| Wolves    | d8                  | 1   | 0   | L (d6)  | -                                     |&lt;br /&gt;
| Woodfolk  | d4                  | 1   | 1   | L (d6)  | Beast friend, Tracker                |&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443873</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443873"/>
		<updated>2023-10-06T23:44:22Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Lifestyle and Upkeep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6 !! 1                 !! 2          !! 3             !! 4              !! 5             !! 6       &lt;br /&gt;
|- &lt;br /&gt;
| 1     || Bounteous Village || Birch Wood || Grim Heath    || Jagged Hill    || Hot Caves     || B       &lt;br /&gt;
|- &lt;br /&gt;
| 2     || Silent Village    || Elm Wood   || Gloomy Heath  || Cold Pass      || Salt Caves    || L       &lt;br /&gt;
|- &lt;br /&gt;
| 3     || Goatkin Village   || Ash Wood   || Pale Heath    || Sentry Peak    || Deep Caves    || I       &lt;br /&gt;
|- &lt;br /&gt;
| 4     || Furnace Village   || Oak Wood   || Moaning Heath || Golden Cliffs  || Glowing Caves || S       &lt;br /&gt;
|- &lt;br /&gt;
| 5     || Porcelain Village || Beech Wood || Howling Heath || High Seat Crag || Grottoes      || S       &lt;br /&gt;
|- &lt;br /&gt;
| 6     || L                 || O          || S             || T              || Threshold     || Durance &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;quot;filled&amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;quot;best result&amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;quot;Best result&amp;quot; means a 10% discount. &amp;quot;Progress&amp;quot; means a 10% markup. &amp;quot;Suffer&amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;quot;best result,&amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;quot;Best result&amp;quot; means a 10% discount; &amp;quot;progress&amp;quot; is inconclusive; &amp;quot;suffer&amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee) ===&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die discards one other die from the table. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Skills or Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Skill or Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12). &lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic and missiles) ===&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability or Skill, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong. If you discard your last Song Die when casting a Song, then you forget the Song.&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings. The shooter rolls their Hit Dice to set the target number for the shot. The target then rolls dice using the Pair method (modified by GRA). If the target rolls higher than the target number, they avoid injury. Otherwise, they suffer according to the Reaction Table.&lt;br /&gt;
&lt;br /&gt;
If you roll all odd dice when shooting, you run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Dice result || Consequence || 0 HD (STR)&amp;lt;br&amp;gt;Missile (GRA) || Trade (CHA)              || Recruit (CHA)  || Forage (WIT)   || Search (WIT)   &lt;br /&gt;
|-&lt;br /&gt;
| 2-3         || Worst.      || Death.                     || Can&#039;t buy it or sell it. || Battle.        || Angry denizen. || Angry denizen. &lt;br /&gt;
|-&lt;br /&gt;
| 4-5         || Suffer.     || Need Restoration.          || 20% markup or discount.  || Can&#039;t recruit. || Hazard.          || Lose 1 HD.     &lt;br /&gt;
|-&lt;br /&gt;
| 6-8         || Progress.   || Need 1 week rest.          || 10% markup or discount.  || 10% markup.    || Nothing.       || Nothing.       &lt;br /&gt;
|-&lt;br /&gt;
| 9-11        || Success.    || Need 2 days rest.          || Fair price.              || Fair price.    || 1 day food.    || One treasure.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;11         || Best.       || Not scratched.             || 10% discount or markup.  || 10% discount.  || 2 days food.   || Two treasures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Melee (close) Combat ==&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. Starting with the highest die result, the owner of that die picks one other die to remove. Repeat this until no more dice can be removed. Then break from combat, or re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Knight Errant rolls 9, 8, 3. Three goblins roll 7, 6, 6. Starting from 9, the Knight Errant removes the goblins&#039; 7; at 8, the Knight Errant removes the goblins&#039; first 6; at 6, the goblins remove the Knight Errant&#039;s 3.  &lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. At 7, the Knight Errant removes the goblin&#039;s 4. The goblins have been vanquished. &lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Min STR || Armaments            || Hit dice &lt;br /&gt;
|-&lt;br /&gt;
| any     || Unarmed              || d4       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Light (or STR +3)    || d6       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Moderate (or STR +6) || d8       &lt;br /&gt;
|-&lt;br /&gt;
| 0       || Heavy                || d10      &lt;br /&gt;
|-&lt;br /&gt;
| +3      || Tremendous           || d12      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Light armament is a light weapon or light armor. Moderate armament is a light or medium weapon or armor plus a medium weapon or medium armor. Heavy armament is a medium weapon or armor plus a heavy weapon or armor. Tremendous armament is a heavy weapon plus heavy armor.  &lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
At Birdsong (right before dawn), or if someone sings Birdsong for you, you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If someone sings Restoration for you, you may roll all your discarded Hit Dice. Any that do not come up &amp;quot;1&amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;quot;research wizards&amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;quot;discovery&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until next Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Raiment                       || Song dice &lt;br /&gt;
|-&lt;br /&gt;
| Skyclad                       || d4         &lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe     || d6         &lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe || d8         &lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe           || d10        &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
**Birdsong:** Enable the target to immediately roll to regain discarded Hit Dice (evens are restored).&lt;br /&gt;
**Exorcism:** Banish spirits from current location.&lt;br /&gt;
**Quell:** All but one of the target&#039;s Hit Dice are set aside. &lt;br /&gt;
**Repair**: Restore the target&#039;s damaged arms to full Hit Dice.&lt;br /&gt;
**Restoration**: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
**Faelight:** Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&lt;br /&gt;
**Golden Tongue:** Target rolls Reaction Rolls as if +5 CHA.&lt;br /&gt;
**Lightness of Being:** Target gains the Strider trait.&lt;br /&gt;
**The Earth Speaks:** Target discovers all treasures in current location.&lt;br /&gt;
**The Tangled Vine:** Target may not leave current location. &lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
**Bitter Seed:** Target discards highest Song Die when rolling for magic.&lt;br /&gt;
**How Sweet the Scent:** Target gains the Peaceable trait.&lt;br /&gt;
**Leaf Blight:** Switch target&#039;s Hit Dice or Song Dice for one size smaller.&lt;br /&gt;
**Petals Shake:** Target rolls all available Hit Dice and Song Dice, discard any matches.&lt;br /&gt;
**The Beautiful Broken Thorns:** Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
**Fading Twilight:** Target gains the Elusive trait.&lt;br /&gt;
**Fog:** Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&lt;br /&gt;
**Gust of Wind:** Target object is moved as if by a hand of STR +4.&lt;br /&gt;
**Sweet Berry of Knowledge:** Target gains a map of three random locations.&lt;br /&gt;
**Witch Sight:** Target sees all hidden things. &lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
**Beast Speech:** The target may converse with any animal. Make Reaction Rolls.&lt;br /&gt;
**Drowse:** The target sleeps.&lt;br /&gt;
**Hidden Star:** The target illuminates their location as if they are a star.&lt;br /&gt;
**Pandemonium:** All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&lt;br /&gt;
**Shield:** Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;quot;discard&amp;quot;) any dice less than the d12. &lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
**Darkness:** All lights are extinguished. No lights may be lit.&lt;br /&gt;
**Eternal Dance:** Target must immediately Move Along, and cannot Return to current location.&lt;br /&gt;
**Fiery Ring:** In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&lt;br /&gt;
**Silence:** No sound can be heard in the current location.&lt;br /&gt;
**The Mighty Flower:** Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Character         || STR || GRA || WIT || CHA || HD  || SD  || Arms || traits                        &lt;br /&gt;
|-&lt;br /&gt;
| Amazon            || +1  || +2  || 0   || 0   || 3   || 1   || M    || Bowmaster; Enduring          &lt;br /&gt;
|-&lt;br /&gt;
| Barbarian         || +4  || 0   || -1  || 0   || 4   || 0   || H    || Berserker; Tough             &lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus || 0   || +1  || +2  || 0   || 2   || 2   || L    || Cunning; Ballads             &lt;br /&gt;
|-&lt;br /&gt;
| Captain           || +1  || +1  || 0   || +1  || 4   || 0   || M    || Spearmaster; Leadership        &lt;br /&gt;
|-&lt;br /&gt;
| Dwarf             || +3  || 0   || +2  || 0   || 4   || 0   || H    || Bones of Stone; Short Legs   &lt;br /&gt;
|-&lt;br /&gt;
| Elf               || 0   || +2  || +1  || +1  || 2   || 2   || L    || Elusive; Strider             &lt;br /&gt;
|-&lt;br /&gt;
| Harper            || 0   || +1  || +2  || +1  || 2   || 2   || L    || Affable; Any Songs           &lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant     || +3  || -1  || 0   || +1  || 3   || 1   || T    || Honored; Chants              &lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant   || +2  || +2  || 0   || -1  || 4   || 0   || H    || Bowmaster; Fearsome          &lt;br /&gt;
|-&lt;br /&gt;
| Monk              || +1  || +1  || +1  || +1  || 2   || 2   || *    || Disciple of the Hand; Chants &lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus  || *   || 0   || +3  || 0   || 0   || 4   || *    || Ethereal; Lullabies          &lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus  || 0   || +1  || +1  || +1  || 1   || 3   || L    || Lucky; Jingles        &lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus        || 0   || 0   || +2  || +1  || 1   || 3   || L    || Peaceable; Hymns             &lt;br /&gt;
|-&lt;br /&gt;
| Swordsman         || +1  || +2  || 0   || 0   || 4   || 0   || L    || Swordmaster; Cunning         &lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus      || 0   || 0   || +3  || +1  || 1   || 3   || L    || Aura of Power; Tunes         &lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk          || +1  || +1  || +1  || +1  || 3   || 1   || L    || Beast friend; Tracker        &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
{|         &lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +2  || 0   || 0   || 3   || 1   || M    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +4  || 0   || -1  || 0   || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +2  || 0   || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || 0   || +1  || 4   || 0   || M    |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +3  || 0   || +2  || 0   || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;quot;discard&amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +2  || +1  || +1  || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +2  || +1  || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;quot;3&amp;quot; would be &amp;quot;abashed&amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +3  || -1  || 0   || +1  || 3   || 1   || T    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +2  || +2  || 0   || -1  || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || +1  || +1  || 2   || 2   || *    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| *   || 0   || +3  || 0   || 0   || 4   || *    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. Only magic may end you.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +1  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || 0   || +2  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +2  || 0   || 0   || 4   || 0   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || 0   || +3  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || +1  || +1  || 3   || 1   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;quot;defeats&amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
=== Larger than Life ===&lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
=== How do I &amp;quot;level up&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
=== Other traits ===&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) = 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) = 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) = 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.  &lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Lifestyle||Cost/mo||Examples|&lt;br /&gt;
|-&lt;br /&gt;
|Meager||3p||Unskilled laborer, conscripts&lt;br /&gt;
|-&lt;br /&gt;
|Simple||6p||Skilled labor, light infantry, archers&lt;br /&gt;
|-&lt;br /&gt;
|Decent||1s||Specialists, heavy infantry, crossbowmen, cavalry&lt;br /&gt;
|-&lt;br /&gt;
|Good||2s||Knights, guild leaders&lt;br /&gt;
|-&lt;br /&gt;
|Rich||5s||Aristocrats, rich merchants&lt;br /&gt;
|-&lt;br /&gt;
|Wealthy||10s||Barons, bishops&lt;br /&gt;
|-&lt;br /&gt;
|Extravagant||1£+||High lords&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. &lt;br /&gt;
&lt;br /&gt;
=== Provisioning ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Creature               || Cost/wk || Enc (pounds) &lt;br /&gt;
|-&lt;br /&gt;
| Human (or smaller)     || 2p      || 14/wk        &lt;br /&gt;
|-&lt;br /&gt;
| Horse (or other large) || 6p      || 42/wk        &lt;br /&gt;
|-&lt;br /&gt;
| Larger than horse      || 11p     || 98/wk        &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
=== Things Worth Buying ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Mounts||Safe load (lb)||Cost||Upkeep/mo&lt;br /&gt;
|-&lt;br /&gt;
|Draft||300||4s||1s&lt;br /&gt;
|-&lt;br /&gt;
|Pack||500||5s||1s&lt;br /&gt;
|-&lt;br /&gt;
|Riding||200||1£||2s&lt;br /&gt;
|-&lt;br /&gt;
|Hunting||200||5£||3s&lt;br /&gt;
|-&lt;br /&gt;
|War||300||10£||4s&lt;br /&gt;
|-&lt;br /&gt;
|Mule||300||5s||6p&lt;br /&gt;
|-&lt;br /&gt;
|Donkey||200||3s||6p&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Arms       || Cost || Lifestyle min || Examples                                                      &lt;br /&gt;
|-&lt;br /&gt;
| Unarmed    || 3p   || Meager        || Gambeson, dagger, sling                                       &lt;br /&gt;
|-&lt;br /&gt;
| Light      || 1s   || Simple        || Maille shirt, axe, spear or arming sword, short bow           &lt;br /&gt;
|-&lt;br /&gt;
| Moderate   || 5s   || Decent        || Hauberk and cap, shield, axe, spear or arming sword, long bow &lt;br /&gt;
|-&lt;br /&gt;
| Heavy      || 15s  || Good          || Haubergeon with bracers and helm, great axe or sword          &lt;br /&gt;
|-&lt;br /&gt;
| Tremendous || 2£   || Rich          || Full maille and closed helm, great sword or axe                    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
| Village   | Provisions | Repairs | L arms | M arms | Denizens |&lt;br /&gt;
| --------- | ---------- | ------- | ------ | ------ | -------- |&lt;br /&gt;
| Bounteous | 1p         | 5p      | 1s     | 6s     | d6       |&lt;br /&gt;
| Silent    | 2p         | 5p      | 1s     | 5s     | d4       |&lt;br /&gt;
| Goatkin   | 2p         | 1s      | 1s     | 5s     | d8       |&lt;br /&gt;
| Furnace   | 3p         | 2p      | 10p    | 4s     | d6       |&lt;br /&gt;
| Porcelain | X          | X       | 2s     | 8s     | d10      |&lt;br /&gt;
&lt;br /&gt;
| Die roll | Denizens        |&lt;br /&gt;
| -------- | --------------- |&lt;br /&gt;
| 1        | Traveling House | &lt;br /&gt;
| 2        | Visitor         |&lt;br /&gt;
| 3        | Watch           |&lt;br /&gt;
| 4        | Travelers       |&lt;br /&gt;
| 5        | Ruffians        |&lt;br /&gt;
| 6        | Watch           |&lt;br /&gt;
| 7        | Travelers       |&lt;br /&gt;
| 8        | Ruffians        |&lt;br /&gt;
| 9        | Visitor         |&lt;br /&gt;
| 10       | Traveling House |&lt;br /&gt;
&lt;br /&gt;
==== The Traveling House ====&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
| Die roll | Available to learn     | &lt;br /&gt;
| -------- | ---------------------- |&lt;br /&gt;
| 1        | Restoration            |&lt;br /&gt;
| 2        | any Holy Chant         |&lt;br /&gt;
| 3        | any Bittersweet Ballad |&lt;br /&gt;
| 4        | any Nightshade Lullaby |&lt;br /&gt;
| 5        | any Periwinkle Jingle  |&lt;br /&gt;
| 6        | any Violet Tune        |&lt;br /&gt;
&lt;br /&gt;
==== Village Visitors ====&lt;br /&gt;
&lt;br /&gt;
| Die roll | Visitor |&lt;br /&gt;
| -------- | ------- |&lt;br /&gt;
| 1        |  Monk       |&lt;br /&gt;
| 2        |  Rose Magus       |&lt;br /&gt;
| 3        |  Bittersweet Magus       |&lt;br /&gt;
| 4        |  Knight Errant       |&lt;br /&gt;
| 5        |  Harper       |&lt;br /&gt;
| 6         | Swordsman        |&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
| Forest     | Denizens | Hazard | Treasure |&lt;br /&gt;
| ---------- | -------- | ---- | -------- |&lt;br /&gt;
| Birch Wood | d4       | d6   | d8       |&lt;br /&gt;
| Elm Wood   | d6       | d8   | d10      |&lt;br /&gt;
| Ash Wood   | d8       | d4   | d6       |&lt;br /&gt;
| Oak Wood   | d10      | d6   | d6       |&lt;br /&gt;
| Beech Wood | d12      | d8   | d4       |&lt;br /&gt;
&lt;br /&gt;
==== Forest Denizens, Hazards, and Treasures ====&lt;br /&gt;
| Die Roll | Denizens  | Hazard          | Treasure |&lt;br /&gt;
| -------- | --------- | --------------- | -------- |&lt;br /&gt;
| 1        | Wolves    | Poison ivy      | none     |&lt;br /&gt;
| 2        | Goblins   | Angry bees      | none     |&lt;br /&gt;
| 3        | Elves     | Smoldering fire | 10s      |&lt;br /&gt;
| 4        | Travelers | Rutting deer    | L arms   |&lt;br /&gt;
| 5        | Woodfolk  |                 | 40s      |&lt;br /&gt;
| 6        | Visitor   |                 | M arms   |&lt;br /&gt;
| 7        | Ogres     |                 | ring     |&lt;br /&gt;
| 8        | Woodfolk  |                 | 100s     |&lt;br /&gt;
| 9        | Travelers | -               | rod      |&lt;br /&gt;
| 10       | Goblins   | -               | H arms   |&lt;br /&gt;
| 11       | Wolves    | -               | robe     |&lt;br /&gt;
| 12       | Ogres     | -               | T arms   |&lt;br /&gt;
&lt;br /&gt;
=== Heaths ===&lt;br /&gt;
The open heaths may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Grim Heath    |&lt;br /&gt;
| Gloomy Heath  |&lt;br /&gt;
| Pale Heath    |&lt;br /&gt;
| Moaning Heath |&lt;br /&gt;
| Howling Heath |&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|                |&lt;br /&gt;
| -------------- |&lt;br /&gt;
| Jagged Hill    |&lt;br /&gt;
| Cold Pass      |&lt;br /&gt;
| Sentry Peak    |&lt;br /&gt;
| Golden Cliffs  |&lt;br /&gt;
| High Seat Crag |&lt;br /&gt;
&lt;br /&gt;
=== Caverns ===&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Hot Caves     |&lt;br /&gt;
| Salt Caves    |&lt;br /&gt;
| Deep Caves    |&lt;br /&gt;
| Glowing Caves |&lt;br /&gt;
| Grottoes      |&lt;br /&gt;
&lt;br /&gt;
== Denizens ==&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
| Denizen   | Number&amp;lt;br&amp;gt;Appearing | HD  | SD  | Arms    | Traits / Songs                       |&lt;br /&gt;
| --------- | ------------------- | --- | --- | ------- | ------------------------------------ |&lt;br /&gt;
| Dragons   | 1                   | 7   | 2   | H (d10) | Fearsome / Tunes              |&lt;br /&gt;
| Dwarves   | d4                  | 2   | 0   | H (d10) | Short Legs, Bones of Stone           |&lt;br /&gt;
| Elves     | d4                  | 1   | 1   | L (d6)  | Elusive /  Ballads       |&lt;br /&gt;
| Giants    | 1                   | 6   | 0   | T (d12) | Tough                                |&lt;br /&gt;
| Goblins   | d10                 | 1   | 0   | L (d6)  | Elusive                              |&lt;br /&gt;
| Ogres     | 1                   | 5   | 0   | M (d8)  | Tough, Puissant (melee)              |&lt;br /&gt;
| Ruffians  | d6                  | 1   | 0   | L (d6)  | -                                    |&lt;br /&gt;
| Scorpions | d4                  | 3   | 0   | M (d8)  | Puissant (melee)                     |&lt;br /&gt;
| Travelers | d4                  | 1   | 2   | L (d6)  | Strider / Chants                |&lt;br /&gt;
| Trolls    | 2                   | 4   | 1   | H (d10) | Elusive / Lullabies         |&lt;br /&gt;
| Watch     | d6                  | 2   | 0   | M (d8)  | Puissant (melee), Puissant (missile) |&lt;br /&gt;
| Wolves    | d8                  | 1   | 0   | L (d6)  | -                                     |&lt;br /&gt;
| Woodfolk  | d4                  | 1   | 1   | L (d6)  | Beast friend, Tracker                |&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443872</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443872"/>
		<updated>2023-10-06T23:36:54Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Amazon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6 !! 1                 !! 2          !! 3             !! 4              !! 5             !! 6       &lt;br /&gt;
|- &lt;br /&gt;
| 1     || Bounteous Village || Birch Wood || Grim Heath    || Jagged Hill    || Hot Caves     || B       &lt;br /&gt;
|- &lt;br /&gt;
| 2     || Silent Village    || Elm Wood   || Gloomy Heath  || Cold Pass      || Salt Caves    || L       &lt;br /&gt;
|- &lt;br /&gt;
| 3     || Goatkin Village   || Ash Wood   || Pale Heath    || Sentry Peak    || Deep Caves    || I       &lt;br /&gt;
|- &lt;br /&gt;
| 4     || Furnace Village   || Oak Wood   || Moaning Heath || Golden Cliffs  || Glowing Caves || S       &lt;br /&gt;
|- &lt;br /&gt;
| 5     || Porcelain Village || Beech Wood || Howling Heath || High Seat Crag || Grottoes      || S       &lt;br /&gt;
|- &lt;br /&gt;
| 6     || L                 || O          || S             || T              || Threshold     || Durance &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;quot;filled&amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;quot;best result&amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;quot;Best result&amp;quot; means a 10% discount. &amp;quot;Progress&amp;quot; means a 10% markup. &amp;quot;Suffer&amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;quot;best result,&amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;quot;Best result&amp;quot; means a 10% discount; &amp;quot;progress&amp;quot; is inconclusive; &amp;quot;suffer&amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee) ===&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die discards one other die from the table. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Skills or Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Skill or Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12). &lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic and missiles) ===&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability or Skill, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong. If you discard your last Song Die when casting a Song, then you forget the Song.&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings. The shooter rolls their Hit Dice to set the target number for the shot. The target then rolls dice using the Pair method (modified by GRA). If the target rolls higher than the target number, they avoid injury. Otherwise, they suffer according to the Reaction Table.&lt;br /&gt;
&lt;br /&gt;
If you roll all odd dice when shooting, you run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Dice result || Consequence || 0 HD (STR)&amp;lt;br&amp;gt;Missile (GRA) || Trade (CHA)              || Recruit (CHA)  || Forage (WIT)   || Search (WIT)   &lt;br /&gt;
|-&lt;br /&gt;
| 2-3         || Worst.      || Death.                     || Can&#039;t buy it or sell it. || Battle.        || Angry denizen. || Angry denizen. &lt;br /&gt;
|-&lt;br /&gt;
| 4-5         || Suffer.     || Need Restoration.          || 20% markup or discount.  || Can&#039;t recruit. || Hazard.          || Lose 1 HD.     &lt;br /&gt;
|-&lt;br /&gt;
| 6-8         || Progress.   || Need 1 week rest.          || 10% markup or discount.  || 10% markup.    || Nothing.       || Nothing.       &lt;br /&gt;
|-&lt;br /&gt;
| 9-11        || Success.    || Need 2 days rest.          || Fair price.              || Fair price.    || 1 day food.    || One treasure.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;11         || Best.       || Not scratched.             || 10% discount or markup.  || 10% discount.  || 2 days food.   || Two treasures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Melee (close) Combat ==&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. Starting with the highest die result, the owner of that die picks one other die to remove. Repeat this until no more dice can be removed. Then break from combat, or re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Knight Errant rolls 9, 8, 3. Three goblins roll 7, 6, 6. Starting from 9, the Knight Errant removes the goblins&#039; 7; at 8, the Knight Errant removes the goblins&#039; first 6; at 6, the goblins remove the Knight Errant&#039;s 3.  &lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. At 7, the Knight Errant removes the goblin&#039;s 4. The goblins have been vanquished. &lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Min STR || Armaments            || Hit dice &lt;br /&gt;
|-&lt;br /&gt;
| any     || Unarmed              || d4       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Light (or STR +3)    || d6       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Moderate (or STR +6) || d8       &lt;br /&gt;
|-&lt;br /&gt;
| 0       || Heavy                || d10      &lt;br /&gt;
|-&lt;br /&gt;
| +3      || Tremendous           || d12      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Light armament is a light weapon or light armor. Moderate armament is a light or medium weapon or armor plus a medium weapon or medium armor. Heavy armament is a medium weapon or armor plus a heavy weapon or armor. Tremendous armament is a heavy weapon plus heavy armor.  &lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
At Birdsong (right before dawn), or if someone sings Birdsong for you, you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If someone sings Restoration for you, you may roll all your discarded Hit Dice. Any that do not come up &amp;quot;1&amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;quot;research wizards&amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;quot;discovery&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until next Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Raiment                       || Song dice &lt;br /&gt;
|-&lt;br /&gt;
| Skyclad                       || d4         &lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe     || d6         &lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe || d8         &lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe           || d10        &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
**Birdsong:** Enable the target to immediately roll to regain discarded Hit Dice (evens are restored).&lt;br /&gt;
**Exorcism:** Banish spirits from current location.&lt;br /&gt;
**Quell:** All but one of the target&#039;s Hit Dice are set aside. &lt;br /&gt;
**Repair**: Restore the target&#039;s damaged arms to full Hit Dice.&lt;br /&gt;
**Restoration**: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
**Faelight:** Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&lt;br /&gt;
**Golden Tongue:** Target rolls Reaction Rolls as if +5 CHA.&lt;br /&gt;
**Lightness of Being:** Target gains the Strider trait.&lt;br /&gt;
**The Earth Speaks:** Target discovers all treasures in current location.&lt;br /&gt;
**The Tangled Vine:** Target may not leave current location. &lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
**Bitter Seed:** Target discards highest Song Die when rolling for magic.&lt;br /&gt;
**How Sweet the Scent:** Target gains the Peaceable trait.&lt;br /&gt;
**Leaf Blight:** Switch target&#039;s Hit Dice or Song Dice for one size smaller.&lt;br /&gt;
**Petals Shake:** Target rolls all available Hit Dice and Song Dice, discard any matches.&lt;br /&gt;
**The Beautiful Broken Thorns:** Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
**Fading Twilight:** Target gains the Elusive trait.&lt;br /&gt;
**Fog:** Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&lt;br /&gt;
**Gust of Wind:** Target object is moved as if by a hand of STR +4.&lt;br /&gt;
**Sweet Berry of Knowledge:** Target gains a map of three random locations.&lt;br /&gt;
**Witch Sight:** Target sees all hidden things. &lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
**Beast Speech:** The target may converse with any animal. Make Reaction Rolls.&lt;br /&gt;
**Drowse:** The target sleeps.&lt;br /&gt;
**Hidden Star:** The target illuminates their location as if they are a star.&lt;br /&gt;
**Pandemonium:** All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&lt;br /&gt;
**Shield:** Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;quot;discard&amp;quot;) any dice less than the d12. &lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
**Darkness:** All lights are extinguished. No lights may be lit.&lt;br /&gt;
**Eternal Dance:** Target must immediately Move Along, and cannot Return to current location.&lt;br /&gt;
**Fiery Ring:** In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&lt;br /&gt;
**Silence:** No sound can be heard in the current location.&lt;br /&gt;
**The Mighty Flower:** Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Character         || STR || GRA || WIT || CHA || HD  || SD  || Arms || traits                        &lt;br /&gt;
|-&lt;br /&gt;
| Amazon            || +1  || +2  || 0   || 0   || 3   || 1   || M    || Bowmaster; Enduring          &lt;br /&gt;
|-&lt;br /&gt;
| Barbarian         || +4  || 0   || -1  || 0   || 4   || 0   || H    || Berserker; Tough             &lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus || 0   || +1  || +2  || 0   || 2   || 2   || L    || Cunning; Ballads             &lt;br /&gt;
|-&lt;br /&gt;
| Captain           || +1  || +1  || 0   || +1  || 4   || 0   || M    || Spearmaster; Leadership        &lt;br /&gt;
|-&lt;br /&gt;
| Dwarf             || +3  || 0   || +2  || 0   || 4   || 0   || H    || Bones of Stone; Short Legs   &lt;br /&gt;
|-&lt;br /&gt;
| Elf               || 0   || +2  || +1  || +1  || 2   || 2   || L    || Elusive; Strider             &lt;br /&gt;
|-&lt;br /&gt;
| Harper            || 0   || +1  || +2  || +1  || 2   || 2   || L    || Affable; Any Songs           &lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant     || +3  || -1  || 0   || +1  || 3   || 1   || T    || Honored; Chants              &lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant   || +2  || +2  || 0   || -1  || 4   || 0   || H    || Bowmaster; Fearsome          &lt;br /&gt;
|-&lt;br /&gt;
| Monk              || +1  || +1  || +1  || +1  || 2   || 2   || *    || Disciple of the Hand; Chants &lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus  || *   || 0   || +3  || 0   || 0   || 4   || *    || Ethereal; Lullabies          &lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus  || 0   || +1  || +1  || +1  || 1   || 3   || L    || Lucky; Jingles        &lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus        || 0   || 0   || +2  || +1  || 1   || 3   || L    || Peaceable; Hymns             &lt;br /&gt;
|-&lt;br /&gt;
| Swordsman         || +1  || +2  || 0   || 0   || 4   || 0   || L    || Swordmaster; Cunning         &lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus      || 0   || 0   || +3  || +1  || 1   || 3   || L    || Aura of Power; Tunes         &lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk          || +1  || +1  || +1  || +1  || 3   || 1   || L    || Beast friend; Tracker        &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
{|         &lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +2  || 0   || 0   || 3   || 1   || M    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +4  || 0   || -1  || 0   || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +2  || 0   || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
=== Captain ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || 0   || +1  || 4   || 0   || M    |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +3  || 0   || +2  || 0   || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;quot;discard&amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
=== Elf ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +2  || +1  || +1  || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
=== Harper ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +2  || +1  || 2   || 2   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;quot;3&amp;quot; would be &amp;quot;abashed&amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
=== Knight Errant ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +3  || -1  || 0   || +1  || 3   || 1   || T    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
=== Knight Renegant ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +2  || +2  || 0   || -1  || 4   || 0   || H    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
=== Monk ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || +1  || +1  || 2   || 2   || *    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| *   || 0   || +3  || 0   || 0   || 4   || *    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. Only magic may end you.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || +1  || +1  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Rose Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || 0   || +2  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Swordsman ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +2  || 0   || 0   || 4   || 0   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
=== Violet Magus ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| 0   || 0   || +3  || +1  || 1   || 3   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
=== Woodfolk ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +1  || +1  || +1  || 3   || 1   || L    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;quot;defeats&amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
=== Larger than Life ===&lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
=== How do I &amp;quot;level up&amp;quot;? ===&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
=== Other traits ===&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) = 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) = 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) = 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.  &lt;br /&gt;
&lt;br /&gt;
=== Lifestyle and Upkeep ===&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
|Lifestyle|Cost/mo|Max lv|Examples|&lt;br /&gt;
|---|---|---|---|&lt;br /&gt;
|Meager|3p|0|Unskilled laborer, conscripts|&lt;br /&gt;
|Simple|6p|1|Skilled labor, light infantry, archers|&lt;br /&gt;
|Decent|1s|2|Specialists, heavy infantry, crossbowmen, cavalry|&lt;br /&gt;
|Good|2s|3|Knights, guild leaders|&lt;br /&gt;
|Rich|5s|4|Aristocrats, rich merchants|&lt;br /&gt;
|Wealthy|10s|9|Barons, bishops|&lt;br /&gt;
|Extravagant|1£+|14|High lords|&lt;br /&gt;
  &lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
## Provisioning&lt;br /&gt;
&lt;br /&gt;
| Creature               | Cost/wk | Enc (pounds) |&lt;br /&gt;
| ---------------------- | ------- | ----------- |&lt;br /&gt;
| Human (or smaller)     | 2p      | 14/wk        |&lt;br /&gt;
| Horse (or other large) | 6p      | 42/wk        |&lt;br /&gt;
| Larger than horse      | 11p     | 98/wk        |&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
## Things Worth Buying&lt;br /&gt;
&lt;br /&gt;
|Mounts|Safe load (lb)|Cost|Upkeep/mo|&lt;br /&gt;
|---|---|---|---|&lt;br /&gt;
|Draft|300|4s|1s|&lt;br /&gt;
|Pack|500|5s|1s|&lt;br /&gt;
|Riding|200|1£|2s|&lt;br /&gt;
|Hunting|200|5£|3s|&lt;br /&gt;
|War|300|10£|4s|&lt;br /&gt;
|Mule|300|5s|6p|&lt;br /&gt;
|Donkey|200|3s|6p|&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
| Arms       | Cost | Lifestyle min | Examples                                                      |&lt;br /&gt;
| ---------- | ---- | ------------- | ------------------------------------------------------------- |&lt;br /&gt;
| Unarmed    | 3p   | Meager        | Gambeson, dagger, sling                                       |&lt;br /&gt;
| Light      | 1s   | Simple        | Maille shirt, axe, spear or arming sword, short bow           |&lt;br /&gt;
| Moderate   | 5s   | Decent        | Hauberk and cap, shield, axe, spear or arming sword, long bow |&lt;br /&gt;
| Heavy      | 15s  | Good          | Haubergeon with bracers and helm, great axe or sword          |&lt;br /&gt;
| Tremendous | 2£   | Rich          | Full maille and closed helm, great sword or axe                    |&lt;br /&gt;
&lt;br /&gt;
  If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller).&lt;br /&gt;
&lt;br /&gt;
# Locations&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
## Villages&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
| Village   | Provisions | Repairs | L arms | M arms | Denizens |&lt;br /&gt;
| --------- | ---------- | ------- | ------ | ------ | -------- |&lt;br /&gt;
| Bounteous | 1p         | 5p      | 1s     | 6s     | d6       |&lt;br /&gt;
| Silent    | 2p         | 5p      | 1s     | 5s     | d4       |&lt;br /&gt;
| Goatkin   | 2p         | 1s      | 1s     | 5s     | d8       |&lt;br /&gt;
| Furnace   | 3p         | 2p      | 10p    | 4s     | d6       |&lt;br /&gt;
| Porcelain | X          | X       | 2s     | 8s     | d10      |&lt;br /&gt;
&lt;br /&gt;
| Die roll | Denizens        |&lt;br /&gt;
| -------- | --------------- |&lt;br /&gt;
| 1        | Traveling House | &lt;br /&gt;
| 2        | Visitor         |&lt;br /&gt;
| 3        | Watch           |&lt;br /&gt;
| 4        | Travelers       |&lt;br /&gt;
| 5        | Ruffians        |&lt;br /&gt;
| 6        | Watch           |&lt;br /&gt;
| 7        | Travelers       |&lt;br /&gt;
| 8        | Ruffians        |&lt;br /&gt;
| 9        | Visitor         |&lt;br /&gt;
| 10       | Traveling House |&lt;br /&gt;
&lt;br /&gt;
### The Traveling House&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
| Die roll | Available to learn     | &lt;br /&gt;
| -------- | ---------------------- |&lt;br /&gt;
| 1        | Restoration            |&lt;br /&gt;
| 2        | any Holy Chant         |&lt;br /&gt;
| 3        | any Bittersweet Ballad |&lt;br /&gt;
| 4        | any Nightshade Lullaby |&lt;br /&gt;
| 5        | any Periwinkle Jingle  |&lt;br /&gt;
| 6        | any Violet Tune        |&lt;br /&gt;
&lt;br /&gt;
### Village Visitors&lt;br /&gt;
&lt;br /&gt;
| Die roll | Visitor |&lt;br /&gt;
| -------- | ------- |&lt;br /&gt;
| 1        |  Monk       |&lt;br /&gt;
| 2        |  Rose Magus       |&lt;br /&gt;
| 3        |  Bittersweet Magus       |&lt;br /&gt;
| 4        |  Knight Errant       |&lt;br /&gt;
| 5        |  Harper       |&lt;br /&gt;
| 6         | Swordsman        |&lt;br /&gt;
&lt;br /&gt;
## Forests&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
| Forest     | Denizens | Hazard | Treasure |&lt;br /&gt;
| ---------- | -------- | ---- | -------- |&lt;br /&gt;
| Birch Wood | d4       | d6   | d8       |&lt;br /&gt;
| Elm Wood   | d6       | d8   | d10      |&lt;br /&gt;
| Ash Wood   | d8       | d4   | d6       |&lt;br /&gt;
| Oak Wood   | d10      | d6   | d6       |&lt;br /&gt;
| Beech Wood | d12      | d8   | d4       |&lt;br /&gt;
&lt;br /&gt;
### Forest Denizens, Hazards, and Treasures&lt;br /&gt;
| Die Roll | Denizens  | Hazard          | Treasure |&lt;br /&gt;
| -------- | --------- | --------------- | -------- |&lt;br /&gt;
| 1        | Wolves    | Poison ivy      | none     |&lt;br /&gt;
| 2        | Goblins   | Angry bees      | none     |&lt;br /&gt;
| 3        | Elves     | Smoldering fire | 10s      |&lt;br /&gt;
| 4        | Travelers | Rutting deer    | L arms   |&lt;br /&gt;
| 5        | Woodfolk  |                 | 40s      |&lt;br /&gt;
| 6        | Visitor   |                 | M arms   |&lt;br /&gt;
| 7        | Ogres     |                 | ring     |&lt;br /&gt;
| 8        | Woodfolk  |                 | 100s     |&lt;br /&gt;
| 9        | Travelers | -               | rod      |&lt;br /&gt;
| 10       | Goblins   | -               | H arms   |&lt;br /&gt;
| 11       | Wolves    | -               | robe     |&lt;br /&gt;
| 12       | Ogres     | -               | T arms   |&lt;br /&gt;
&lt;br /&gt;
## Heaths&lt;br /&gt;
The open heaths may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Grim Heath    |&lt;br /&gt;
| Gloomy Heath  |&lt;br /&gt;
| Pale Heath    |&lt;br /&gt;
| Moaning Heath |&lt;br /&gt;
| Howling Heath |&lt;br /&gt;
&lt;br /&gt;
## Mountains&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|                |&lt;br /&gt;
| -------------- |&lt;br /&gt;
| Jagged Hill    |&lt;br /&gt;
| Cold Pass      |&lt;br /&gt;
| Sentry Peak    |&lt;br /&gt;
| Golden Cliffs  |&lt;br /&gt;
| High Seat Crag |&lt;br /&gt;
&lt;br /&gt;
## Caverns&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Hot Caves     |&lt;br /&gt;
| Salt Caves    |&lt;br /&gt;
| Deep Caves    |&lt;br /&gt;
| Glowing Caves |&lt;br /&gt;
| Grottoes      |&lt;br /&gt;
&lt;br /&gt;
# Denizens&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
| Denizen   | Number&amp;lt;br&amp;gt;Appearing | HD  | SD  | Arms    | Traits / Songs                       |&lt;br /&gt;
| --------- | ------------------- | --- | --- | ------- | ------------------------------------ |&lt;br /&gt;
| Dragons   | 1                   | 7   | 2   | H (d10) | Fearsome / Tunes              |&lt;br /&gt;
| Dwarves   | d4                  | 2   | 0   | H (d10) | Short Legs, Bones of Stone           |&lt;br /&gt;
| Elves     | d4                  | 1   | 1   | L (d6)  | Elusive /  Ballads       |&lt;br /&gt;
| Giants    | 1                   | 6   | 0   | T (d12) | Tough                                |&lt;br /&gt;
| Goblins   | d10                 | 1   | 0   | L (d6)  | Elusive                              |&lt;br /&gt;
| Ogres     | 1                   | 5   | 0   | M (d8)  | Tough, Puissant (melee)              |&lt;br /&gt;
| Ruffians  | d6                  | 1   | 0   | L (d6)  | -                                    |&lt;br /&gt;
| Scorpions | d4                  | 3   | 0   | M (d8)  | Puissant (melee)                     |&lt;br /&gt;
| Travelers | d4                  | 1   | 2   | L (d6)  | Strider / Chants                |&lt;br /&gt;
| Trolls    | 2                   | 4   | 1   | H (d10) | Elusive / Lullabies         |&lt;br /&gt;
| Watch     | d6                  | 2   | 0   | M (d8)  | Puissant (melee), Puissant (missile) |&lt;br /&gt;
| Wolves    | d8                  | 1   | 0   | L (d6)  | -                                     |&lt;br /&gt;
| Woodfolk  | d4                  | 1   | 1   | L (d6)  | Beast friend, Tracker                |&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443871</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443871"/>
		<updated>2023-10-06T11:49:24Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Amazon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6 !! 1                 !! 2          !! 3             !! 4              !! 5             !! 6       &lt;br /&gt;
|- &lt;br /&gt;
| 1     || Bounteous Village || Birch Wood || Grim Heath    || Jagged Hill    || Hot Caves     || B       &lt;br /&gt;
|- &lt;br /&gt;
| 2     || Silent Village    || Elm Wood   || Gloomy Heath  || Cold Pass      || Salt Caves    || L       &lt;br /&gt;
|- &lt;br /&gt;
| 3     || Goatkin Village   || Ash Wood   || Pale Heath    || Sentry Peak    || Deep Caves    || I       &lt;br /&gt;
|- &lt;br /&gt;
| 4     || Furnace Village   || Oak Wood   || Moaning Heath || Golden Cliffs  || Glowing Caves || S       &lt;br /&gt;
|- &lt;br /&gt;
| 5     || Porcelain Village || Beech Wood || Howling Heath || High Seat Crag || Grottoes      || S       &lt;br /&gt;
|- &lt;br /&gt;
| 6     || L                 || O          || S             || T              || Threshold     || Durance &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;quot;filled&amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;quot;best result&amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;quot;Best result&amp;quot; means a 10% discount. &amp;quot;Progress&amp;quot; means a 10% markup. &amp;quot;Suffer&amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;quot;best result,&amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;quot;Best result&amp;quot; means a 10% discount; &amp;quot;progress&amp;quot; is inconclusive; &amp;quot;suffer&amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee) ===&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die discards one other die from the table. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Skills or Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Skill or Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12). &lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic and missiles) ===&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability or Skill, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong. If you discard your last Song Die when casting a Song, then you forget the Song.&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings. The shooter rolls their Hit Dice to set the target number for the shot. The target then rolls dice using the Pair method (modified by GRA). If the target rolls higher than the target number, they avoid injury. Otherwise, they suffer according to the Reaction Table.&lt;br /&gt;
&lt;br /&gt;
If you roll all odd dice when shooting, you run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Dice result || Consequence || 0 HD (STR)&amp;lt;br&amp;gt;Missile (GRA) || Trade (CHA)              || Recruit (CHA)  || Forage (WIT)   || Search (WIT)   &lt;br /&gt;
|-&lt;br /&gt;
| 2-3         || Worst.      || Death.                     || Can&#039;t buy it or sell it. || Battle.        || Angry denizen. || Angry denizen. &lt;br /&gt;
|-&lt;br /&gt;
| 4-5         || Suffer.     || Need Restoration.          || 20% markup or discount.  || Can&#039;t recruit. || Hazard.          || Lose 1 HD.     &lt;br /&gt;
|-&lt;br /&gt;
| 6-8         || Progress.   || Need 1 week rest.          || 10% markup or discount.  || 10% markup.    || Nothing.       || Nothing.       &lt;br /&gt;
|-&lt;br /&gt;
| 9-11        || Success.    || Need 2 days rest.          || Fair price.              || Fair price.    || 1 day food.    || One treasure.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;11         || Best.       || Not scratched.             || 10% discount or markup.  || 10% discount.  || 2 days food.   || Two treasures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Melee (close) Combat ==&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. Starting with the highest die result, the owner of that die picks one other die to remove. Repeat this until no more dice can be removed. Then break from combat, or re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Knight Errant rolls 9, 8, 3. Three goblins roll 7, 6, 6. Starting from 9, the Knight Errant removes the goblins&#039; 7; at 8, the Knight Errant removes the goblins&#039; first 6; at 6, the goblins remove the Knight Errant&#039;s 3.  &lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. At 7, the Knight Errant removes the goblin&#039;s 4. The goblins have been vanquished. &lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Min STR || Armaments            || Hit dice &lt;br /&gt;
|-&lt;br /&gt;
| any     || Unarmed              || d4       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Light (or STR +3)    || d6       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Moderate (or STR +6) || d8       &lt;br /&gt;
|-&lt;br /&gt;
| 0       || Heavy                || d10      &lt;br /&gt;
|-&lt;br /&gt;
| +3      || Tremendous           || d12      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Light armament is a light weapon or light armor. Moderate armament is a light or medium weapon or armor plus a medium weapon or medium armor. Heavy armament is a medium weapon or armor plus a heavy weapon or armor. Tremendous armament is a heavy weapon plus heavy armor.  &lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
At Birdsong (right before dawn), or if someone sings Birdsong for you, you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If someone sings Restoration for you, you may roll all your discarded Hit Dice. Any that do not come up &amp;quot;1&amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;quot;research wizards&amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;quot;discovery&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until next Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Raiment                       || Song dice &lt;br /&gt;
|-&lt;br /&gt;
| Skyclad                       || d4         &lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe     || d6         &lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe || d8         &lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe           || d10        &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
**Birdsong:** Enable the target to immediately roll to regain discarded Hit Dice (evens are restored).&lt;br /&gt;
**Exorcism:** Banish spirits from current location.&lt;br /&gt;
**Quell:** All but one of the target&#039;s Hit Dice are set aside. &lt;br /&gt;
**Repair**: Restore the target&#039;s damaged arms to full Hit Dice.&lt;br /&gt;
**Restoration**: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
**Faelight:** Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&lt;br /&gt;
**Golden Tongue:** Target rolls Reaction Rolls as if +5 CHA.&lt;br /&gt;
**Lightness of Being:** Target gains the Strider trait.&lt;br /&gt;
**The Earth Speaks:** Target discovers all treasures in current location.&lt;br /&gt;
**The Tangled Vine:** Target may not leave current location. &lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
**Bitter Seed:** Target discards highest Song Die when rolling for magic.&lt;br /&gt;
**How Sweet the Scent:** Target gains the Peaceable trait.&lt;br /&gt;
**Leaf Blight:** Switch target&#039;s Hit Dice or Song Dice for one size smaller.&lt;br /&gt;
**Petals Shake:** Target rolls all available Hit Dice and Song Dice, discard any matches.&lt;br /&gt;
**The Beautiful Broken Thorns:** Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
**Fading Twilight:** Target gains the Elusive trait.&lt;br /&gt;
**Fog:** Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&lt;br /&gt;
**Gust of Wind:** Target object is moved as if by a hand of STR +4.&lt;br /&gt;
**Sweet Berry of Knowledge:** Target gains a map of three random locations.&lt;br /&gt;
**Witch Sight:** Target sees all hidden things. &lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
**Beast Speech:** The target may converse with any animal. Make Reaction Rolls.&lt;br /&gt;
**Drowse:** The target sleeps.&lt;br /&gt;
**Hidden Star:** The target illuminates their location as if they are a star.&lt;br /&gt;
**Pandemonium:** All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&lt;br /&gt;
**Shield:** Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;quot;discard&amp;quot;) any dice less than the d12. &lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
**Darkness:** All lights are extinguished. No lights may be lit.&lt;br /&gt;
**Eternal Dance:** Target must immediately Move Along, and cannot Return to current location.&lt;br /&gt;
**Fiery Ring:** In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&lt;br /&gt;
**Silence:** No sound can be heard in the current location.&lt;br /&gt;
**The Mighty Flower:** Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Character         || STR || GRA || WIT || CHA || HD  || SD  || Arms || traits                        &lt;br /&gt;
|-&lt;br /&gt;
| Amazon            || +1  || +2  || 0   || 0   || 3   || 1   || M    || Bowmaster; Enduring          &lt;br /&gt;
|-&lt;br /&gt;
| Barbarian         || +4  || 0   || -1  || 0   || 4   || 0   || H    || Berserker; Tough             &lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus || 0   || +1  || +2  || 0   || 2   || 2   || L    || Cunning; Ballads             &lt;br /&gt;
|-&lt;br /&gt;
| Captain           || +1  || +1  || 0   || +1  || 4   || 0   || M    || Spearmaster; Leadership        &lt;br /&gt;
|-&lt;br /&gt;
| Dwarf             || +3  || 0   || +2  || 0   || 4   || 0   || H    || Bones of Stone; Short Legs   &lt;br /&gt;
|-&lt;br /&gt;
| Elf               || 0   || +2  || +1  || +1  || 2   || 2   || L    || Elusive; Strider             &lt;br /&gt;
|-&lt;br /&gt;
| Harper            || 0   || +1  || +2  || +1  || 2   || 2   || L    || Affable; Any Songs           &lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant     || +3  || -1  || 0   || +1  || 3   || 1   || T    || Honored; Chants              &lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant   || +2  || +2  || 0   || -1  || 4   || 0   || H    || Bowmaster; Fearsome          &lt;br /&gt;
|-&lt;br /&gt;
| Monk              || +1  || +1  || +1  || +1  || 2   || 2   || *    || Disciple of the Hand; Chants &lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus  || *   || 0   || +3  || 0   || 0   || 4   || *    || Ethereal; Lullabies          &lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus  || 0   || +1  || +1  || +1  || 1   || 3   || L    || Lucky; Jingles        &lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus        || 0   || 0   || +2  || +1  || 1   || 3   || L    || Peaceable; Hymns             &lt;br /&gt;
|-&lt;br /&gt;
| Swordsman         || +1  || +2  || 0   || 0   || 4   || 0   || L    || Swordmaster; Cunning         &lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus      || 0   || 0   || +3  || +1  || 1   || 3   || L    || Aura of Power; Tunes         &lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk          || +1  || +1  || +1  || +1  || 3   || 1   || L    || Beast friend; Tracker        &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
{|         &lt;br /&gt;
|-&lt;br /&gt;
| STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
| +1  || +2  || 0   || 0   || 3   || 1   || M    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
## Barbarian&lt;br /&gt;
| Character               | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ----------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Barbarian.png\|300]] | +4  | 0   | -1  | 0   | 4   | 0   | H    |&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
## Bittersweet Magus&lt;br /&gt;
| Character                       | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Bittersweet Magus.png\|300]] | 0   | +1  | +2  | 0   | 2   | 2   | L    |&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
## Captain&lt;br /&gt;
| Character             | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| --------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Captain.png\|300]] | +1  | +1  | 0   | +1  | 4   | 0   | M    |&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
## Dwarf&lt;br /&gt;
| Character           | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Dwarf.png\|300]] | +3  | 0   | +2  | 0   | 4   | 0   | H    |&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;quot;discard&amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
## Elf&lt;br /&gt;
| Character         | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ----------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Elf.png\|300]] | 0   | +2  | +1  | +1  | 2   | 2   | L    |&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
## Harper&lt;br /&gt;
| Character            | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| -------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Harper.png\|300]] | 0   | +1  | +2  | +1  | 2   | 2   | L    |&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;quot;3&amp;quot; would be &amp;quot;abashed&amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
## Knight Errant&lt;br /&gt;
| Character                   | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| --------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Knight Errant.png\|300]] | +3  | -1  | 0   | +1  | 3   | 1   | T    |&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
## Knight Renegant&lt;br /&gt;
| Character                       | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Knight Renegant b.png\|300]] | +2  | +2  | 0   | -1  | 4   | 0   | H    |&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
## Monk&lt;br /&gt;
| Character          | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Monk.png\|300]] | +1  | +1  | +1  | +1  | 2   | 2   | *    |&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
## Nightshade Magus&lt;br /&gt;
| Character                      | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Nightshade Magus.png\|300]] | *   | 0   | +3  | 0   | 0   | 4   | *    |&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. Only magic may end you.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Periwinkle Magus&lt;br /&gt;
| Character                      | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Periwinkle Magus.png\|300]] | 0   | +1  | +1  | +1  | 1   | 3   | L    |&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Rose Magus&lt;br /&gt;
| Character                | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Rose Magus.png\|300]] | 0   | 0   | +2  | +1  | 1   | 3   | L    |&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Swordsman&lt;br /&gt;
| Character               | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ----------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Swordsman.png\|300]] | +1  | +2  | 0   | 0   | 4   | 0   | L    |&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
## Violet Magus&lt;br /&gt;
| Character                  | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| -------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Violet Magus.png\|300]] | 0   | 0   | +3  | +1  | 1   | 3   | L    |&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Woodfolk&lt;br /&gt;
| Character              | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ---------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Woodfolk.png\|300]] | +1  | +1  | +1  | +1  | 3   | 1   | L    |&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;quot;defeats&amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
## Larger than Life &lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
## How do I &amp;quot;level up&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
## Other traits&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
# Economy&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) = 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) = 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) = 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.  &lt;br /&gt;
&lt;br /&gt;
## Lifestyle and Upkeep&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
|Lifestyle|Cost/mo|Max lv|Examples|&lt;br /&gt;
|---|---|---|---|&lt;br /&gt;
|Meager|3p|0|Unskilled laborer, conscripts|&lt;br /&gt;
|Simple|6p|1|Skilled labor, light infantry, archers|&lt;br /&gt;
|Decent|1s|2|Specialists, heavy infantry, crossbowmen, cavalry|&lt;br /&gt;
|Good|2s|3|Knights, guild leaders|&lt;br /&gt;
|Rich|5s|4|Aristocrats, rich merchants|&lt;br /&gt;
|Wealthy|10s|9|Barons, bishops|&lt;br /&gt;
|Extravagant|1£+|14|High lords|&lt;br /&gt;
  &lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
## Provisioning&lt;br /&gt;
&lt;br /&gt;
| Creature               | Cost/wk | Enc (pounds) |&lt;br /&gt;
| ---------------------- | ------- | ----------- |&lt;br /&gt;
| Human (or smaller)     | 2p      | 14/wk        |&lt;br /&gt;
| Horse (or other large) | 6p      | 42/wk        |&lt;br /&gt;
| Larger than horse      | 11p     | 98/wk        |&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
## Things Worth Buying&lt;br /&gt;
&lt;br /&gt;
|Mounts|Safe load (lb)|Cost|Upkeep/mo|&lt;br /&gt;
|---|---|---|---|&lt;br /&gt;
|Draft|300|4s|1s|&lt;br /&gt;
|Pack|500|5s|1s|&lt;br /&gt;
|Riding|200|1£|2s|&lt;br /&gt;
|Hunting|200|5£|3s|&lt;br /&gt;
|War|300|10£|4s|&lt;br /&gt;
|Mule|300|5s|6p|&lt;br /&gt;
|Donkey|200|3s|6p|&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
| Arms       | Cost | Lifestyle min | Examples                                                      |&lt;br /&gt;
| ---------- | ---- | ------------- | ------------------------------------------------------------- |&lt;br /&gt;
| Unarmed    | 3p   | Meager        | Gambeson, dagger, sling                                       |&lt;br /&gt;
| Light      | 1s   | Simple        | Maille shirt, axe, spear or arming sword, short bow           |&lt;br /&gt;
| Moderate   | 5s   | Decent        | Hauberk and cap, shield, axe, spear or arming sword, long bow |&lt;br /&gt;
| Heavy      | 15s  | Good          | Haubergeon with bracers and helm, great axe or sword          |&lt;br /&gt;
| Tremendous | 2£   | Rich          | Full maille and closed helm, great sword or axe                    |&lt;br /&gt;
&lt;br /&gt;
  If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller).&lt;br /&gt;
&lt;br /&gt;
# Locations&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
## Villages&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
| Village   | Provisions | Repairs | L arms | M arms | Denizens |&lt;br /&gt;
| --------- | ---------- | ------- | ------ | ------ | -------- |&lt;br /&gt;
| Bounteous | 1p         | 5p      | 1s     | 6s     | d6       |&lt;br /&gt;
| Silent    | 2p         | 5p      | 1s     | 5s     | d4       |&lt;br /&gt;
| Goatkin   | 2p         | 1s      | 1s     | 5s     | d8       |&lt;br /&gt;
| Furnace   | 3p         | 2p      | 10p    | 4s     | d6       |&lt;br /&gt;
| Porcelain | X          | X       | 2s     | 8s     | d10      |&lt;br /&gt;
&lt;br /&gt;
| Die roll | Denizens        |&lt;br /&gt;
| -------- | --------------- |&lt;br /&gt;
| 1        | Traveling House | &lt;br /&gt;
| 2        | Visitor         |&lt;br /&gt;
| 3        | Watch           |&lt;br /&gt;
| 4        | Travelers       |&lt;br /&gt;
| 5        | Ruffians        |&lt;br /&gt;
| 6        | Watch           |&lt;br /&gt;
| 7        | Travelers       |&lt;br /&gt;
| 8        | Ruffians        |&lt;br /&gt;
| 9        | Visitor         |&lt;br /&gt;
| 10       | Traveling House |&lt;br /&gt;
&lt;br /&gt;
### The Traveling House&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
| Die roll | Available to learn     | &lt;br /&gt;
| -------- | ---------------------- |&lt;br /&gt;
| 1        | Restoration            |&lt;br /&gt;
| 2        | any Holy Chant         |&lt;br /&gt;
| 3        | any Bittersweet Ballad |&lt;br /&gt;
| 4        | any Nightshade Lullaby |&lt;br /&gt;
| 5        | any Periwinkle Jingle  |&lt;br /&gt;
| 6        | any Violet Tune        |&lt;br /&gt;
&lt;br /&gt;
### Village Visitors&lt;br /&gt;
&lt;br /&gt;
| Die roll | Visitor |&lt;br /&gt;
| -------- | ------- |&lt;br /&gt;
| 1        |  Monk       |&lt;br /&gt;
| 2        |  Rose Magus       |&lt;br /&gt;
| 3        |  Bittersweet Magus       |&lt;br /&gt;
| 4        |  Knight Errant       |&lt;br /&gt;
| 5        |  Harper       |&lt;br /&gt;
| 6         | Swordsman        |&lt;br /&gt;
&lt;br /&gt;
## Forests&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
| Forest     | Denizens | Hazard | Treasure |&lt;br /&gt;
| ---------- | -------- | ---- | -------- |&lt;br /&gt;
| Birch Wood | d4       | d6   | d8       |&lt;br /&gt;
| Elm Wood   | d6       | d8   | d10      |&lt;br /&gt;
| Ash Wood   | d8       | d4   | d6       |&lt;br /&gt;
| Oak Wood   | d10      | d6   | d6       |&lt;br /&gt;
| Beech Wood | d12      | d8   | d4       |&lt;br /&gt;
&lt;br /&gt;
### Forest Denizens, Hazards, and Treasures&lt;br /&gt;
| Die Roll | Denizens  | Hazard          | Treasure |&lt;br /&gt;
| -------- | --------- | --------------- | -------- |&lt;br /&gt;
| 1        | Wolves    | Poison ivy      | none     |&lt;br /&gt;
| 2        | Goblins   | Angry bees      | none     |&lt;br /&gt;
| 3        | Elves     | Smoldering fire | 10s      |&lt;br /&gt;
| 4        | Travelers | Rutting deer    | L arms   |&lt;br /&gt;
| 5        | Woodfolk  |                 | 40s      |&lt;br /&gt;
| 6        | Visitor   |                 | M arms   |&lt;br /&gt;
| 7        | Ogres     |                 | ring     |&lt;br /&gt;
| 8        | Woodfolk  |                 | 100s     |&lt;br /&gt;
| 9        | Travelers | -               | rod      |&lt;br /&gt;
| 10       | Goblins   | -               | H arms   |&lt;br /&gt;
| 11       | Wolves    | -               | robe     |&lt;br /&gt;
| 12       | Ogres     | -               | T arms   |&lt;br /&gt;
&lt;br /&gt;
## Heaths&lt;br /&gt;
The open heaths may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Grim Heath    |&lt;br /&gt;
| Gloomy Heath  |&lt;br /&gt;
| Pale Heath    |&lt;br /&gt;
| Moaning Heath |&lt;br /&gt;
| Howling Heath |&lt;br /&gt;
&lt;br /&gt;
## Mountains&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|                |&lt;br /&gt;
| -------------- |&lt;br /&gt;
| Jagged Hill    |&lt;br /&gt;
| Cold Pass      |&lt;br /&gt;
| Sentry Peak    |&lt;br /&gt;
| Golden Cliffs  |&lt;br /&gt;
| High Seat Crag |&lt;br /&gt;
&lt;br /&gt;
## Caverns&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Hot Caves     |&lt;br /&gt;
| Salt Caves    |&lt;br /&gt;
| Deep Caves    |&lt;br /&gt;
| Glowing Caves |&lt;br /&gt;
| Grottoes      |&lt;br /&gt;
&lt;br /&gt;
# Denizens&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
| Denizen   | Number&amp;lt;br&amp;gt;Appearing | HD  | SD  | Arms    | Traits / Songs                       |&lt;br /&gt;
| --------- | ------------------- | --- | --- | ------- | ------------------------------------ |&lt;br /&gt;
| Dragons   | 1                   | 7   | 2   | H (d10) | Fearsome / Tunes              |&lt;br /&gt;
| Dwarves   | d4                  | 2   | 0   | H (d10) | Short Legs, Bones of Stone           |&lt;br /&gt;
| Elves     | d4                  | 1   | 1   | L (d6)  | Elusive /  Ballads       |&lt;br /&gt;
| Giants    | 1                   | 6   | 0   | T (d12) | Tough                                |&lt;br /&gt;
| Goblins   | d10                 | 1   | 0   | L (d6)  | Elusive                              |&lt;br /&gt;
| Ogres     | 1                   | 5   | 0   | M (d8)  | Tough, Puissant (melee)              |&lt;br /&gt;
| Ruffians  | d6                  | 1   | 0   | L (d6)  | -                                    |&lt;br /&gt;
| Scorpions | d4                  | 3   | 0   | M (d8)  | Puissant (melee)                     |&lt;br /&gt;
| Travelers | d4                  | 1   | 2   | L (d6)  | Strider / Chants                |&lt;br /&gt;
| Trolls    | 2                   | 4   | 1   | H (d10) | Elusive / Lullabies         |&lt;br /&gt;
| Watch     | d6                  | 2   | 0   | M (d8)  | Puissant (melee), Puissant (missile) |&lt;br /&gt;
| Wolves    | d8                  | 1   | 0   | L (d6)  | -                                     |&lt;br /&gt;
| Woodfolk  | d4                  | 1   | 1   | L (d6)  | Beast friend, Tracker                |&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443870</id>
		<title>FailStatesRPG:FQR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=FailStatesRPG:FQR&amp;diff=443870"/>
		<updated>2023-10-06T11:48:00Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* How big are my hit dice? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
I loved playing Avalon Hill&#039;s Magic Realm. I want to reimagine the setting and rules, thereby restoring the Realm to glory in a way that is less constrained by chits and map tiles.&lt;br /&gt;
&lt;br /&gt;
== Daily Actions ==&lt;br /&gt;
&lt;br /&gt;
The game of Fae Queen Restored is played in days of action. In each day, a character may plan three major actions; two of these may be Move Along or Return actions, further discussed under Traversing the Kingdom. Other possible actions are Search, Rest, Forage, Trade, or Recruit. Typically, a character may not do the same task three times in a day.&lt;br /&gt;
&lt;br /&gt;
Minor actions include combat and using magic Songs.&lt;br /&gt;
&lt;br /&gt;
=== Traversing the Kingdom ===&lt;br /&gt;
&lt;br /&gt;
The Kingdom is eerie, ever-changing, non-Euclidean and different for every player. It also is finite. Every player can visit the same locations. Its layout is procedurally generated for each player, so that everyone has a different path. Players can lead each other, but without a guide or map, each player knows only the path they personally have trod.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! d6,d6 !! 1                 !! 2          !! 3             !! 4              !! 5             !! 6       &lt;br /&gt;
|- &lt;br /&gt;
| 1     || Bounteous Village || Birch Wood || Grim Heath    || Jagged Hill    || Hot Caves     || B       &lt;br /&gt;
|- &lt;br /&gt;
| 2     || Silent Village    || Elm Wood   || Gloomy Heath  || Cold Pass      || Salt Caves    || L       &lt;br /&gt;
|- &lt;br /&gt;
| 3     || Goatkin Village   || Ash Wood   || Pale Heath    || Sentry Peak    || Deep Caves    || I       &lt;br /&gt;
|- &lt;br /&gt;
| 4     || Furnace Village   || Oak Wood   || Moaning Heath || Golden Cliffs  || Glowing Caves || S       &lt;br /&gt;
|- &lt;br /&gt;
| 5     || Porcelain Village || Beech Wood || Howling Heath || High Seat Crag || Grottoes      || S       &lt;br /&gt;
|- &lt;br /&gt;
| 6     || L                 || O          || S             || T              || Threshold     || Durance &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a player Moves Along, roll on the table above for where they end up. Note the new location as adjacent to the previous location. Each location on a player&#039;s path can have only five adjacent locations. Any of those five can be LOST!, BLISS, or Durance. Once all five of a location&#039;s adjacent locations are filled, a player can only Return to that location from a known adjacent location; if the &amp;quot;filled&amp;quot; location is rolled when they Move Along, they must re-roll.&lt;br /&gt;
&lt;br /&gt;
A LOST! result fills one of the adjacent locations but returns the player to where they started. From Durance, a player can only Return to an already known adjacent location; they cannot Move Along. From BLISS, a player can only Move Along; once all five of the adjacent locations are known, the player cannot leave Bliss unless someone else guides them to a new location. When a player enters Threshold, they already know that Durance is one of the adjacent locations. They can Move Along from Threshold to three other locations.&lt;br /&gt;
&lt;br /&gt;
Being guided to a location does not add that location to the player&#039;s path. Having a map does add its locations to the player&#039;s path - even if the player has not yet been to any of those locations, and even if this would violate the maximum number of five adjacencies to any given location.&lt;br /&gt;
&lt;br /&gt;
When a player arrives in a new location, roll on the Denizen table for that location to learn who greets them.&lt;br /&gt;
&lt;br /&gt;
=== Forage (WIT) ===&lt;br /&gt;
&lt;br /&gt;
To gather fruit from the land, a character may spend a daily action to make a WIT roll. The potential reward and the risk of the roll depend on the type of terrain. For example, foraging is very difficult (-2) and dangerous in a cavern, is easy (+1) in a forest, or is difficult (-1) on a heath or mountainside. Generally, &amp;quot;best result&amp;quot; increases the reward by half as much. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Recruit (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Any denizen might be willing to aid a character. Make a CHA roll to learn whether they&#039;ll do so for the price listed under their description. &amp;quot;Best result&amp;quot; means a 10% discount. &amp;quot;Progress&amp;quot; means a 10% markup. &amp;quot;Suffer&amp;quot; means you pissed them off. At any time, a character may employ a total number of denizens equal to their CHA.&lt;br /&gt;
&lt;br /&gt;
=== Rest ===&lt;br /&gt;
&lt;br /&gt;
When a character rests, they may roll to recover their discarded Hit Dice and Song Dice (further discussed below under Combat and Magic).&lt;br /&gt;
&lt;br /&gt;
=== Search (WIT) ===&lt;br /&gt;
&lt;br /&gt;
When a character wants to find hidden treasure, they must search for it - or use Witch Sight or Earth Speaks to see it. To search for treasure, roll WIT using the Pair Method (discussed below, under Dice Mechanics). If the roll is a success, roll on the location&#039;s treasure table to learn whether any treasure was present to be found. If the roll was &amp;quot;best result,&amp;quot; roll twice on the location&#039;s treasure table. If the roll is bad, check the location&#039;s hazard table to learn what went wrong.&lt;br /&gt;
&lt;br /&gt;
=== Trade (CHA) ===&lt;br /&gt;
&lt;br /&gt;
Dealing with denizens can lead to profit or sorrow. For each daily action that is directed to trading, make a CHA roll to learn whether your character gets a fair price for what they want to buy or sell. &amp;quot;Best result&amp;quot; means a 10% discount; &amp;quot;progress&amp;quot; is inconclusive; &amp;quot;suffer&amp;quot; means a 20% markup; the worst outcome is that you can&#039;t buy what you want at any price.&lt;br /&gt;
&lt;br /&gt;
== Dice Mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are three ways to roll dice: as a pool for melee combat; as a pair for checks/saves; and as a pool against a pair for magic and missiles. &lt;br /&gt;
&lt;br /&gt;
=== The Pool Method (melee) ===&lt;br /&gt;
Each of the combatants picks up a number of dice based on their Hit Dice and armaments and then rolls them. Starting from the highest result and working down, the owner of that die discards one other die from the table. Repeat this process until the lowest remaining die has no other die to discard. Then re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== The Pair Method (for Saves, Reactions i.e. rolls other than hitting things or casting Songs) ===&lt;br /&gt;
In this method you roll two dice and then compare to the reaction chart. The dice may be different sizes depending on your Skills or Abilities.&lt;br /&gt;
&lt;br /&gt;
The default is to roll 2d6. For every point of Skill or Ability, increase one die by 1 size. A penalty reduces the dice in the same way. This easily handles -4 (2d3) up to +6 (2d12). &lt;br /&gt;
&lt;br /&gt;
Some traits allow to re-roll the lower die. This means that you can re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
=== Pool and Pair (magic and missiles) ===&lt;br /&gt;
When casting a Song, roll your available Song Dice. This roll sets the magic number for that casting of the Song. The target of the Song then rolls dice using the Pair method (modified by an Ability or Skill, if applicable). If their roll is less than or equal to the magic number, they suffer the Song&#039;s effects.&lt;br /&gt;
&lt;br /&gt;
Discard the lowest die that you rolled until the next Birdsong. If you discard your last Song Die when casting a Song, then you forget the Song.&lt;br /&gt;
&lt;br /&gt;
Similar rules apply to shooting weapons like bows or slings. The shooter rolls their Hit Dice to set the target number for the shot. The target then rolls dice using the Pair method (modified by GRA). If the target rolls higher than the target number, they avoid injury. Otherwise, they suffer according to the Reaction Table.&lt;br /&gt;
&lt;br /&gt;
If you roll all odd dice when shooting, you run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Table ===&lt;br /&gt;
&lt;br /&gt;
There are a lot of different cases and situations here from traps to magic to the actual encounter reactions that this table was originally for. Generally it&#039;s called a Save when there are bad things about to happen to you unless you succeed. A Reaction or Loyalty check are different in that they generally range from bad to good news but with a Save it&#039;s awful to nothing such as when you get hit with dragon breath. There’s no upside to that, you just hope for nothing. &lt;br /&gt;
&lt;br /&gt;
Modifiers: Most often it&#039;s one of your Ability Score Modifiers plus a second factor based on whether you have more or fewer HD than the source of the danger (traps and such use their dungeon level as their HD, otherwise wing it). &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Dice result || Consequence || 0 HD (STR)&amp;lt;br&amp;gt;Missile (GRA) || Trade (CHA)              || Recruit (CHA)  || Forage (WIT)   || Search (WIT)   &lt;br /&gt;
|-&lt;br /&gt;
| 2-3         || Worst.      || Death.                     || Can&#039;t buy it or sell it. || Battle.        || Angry denizen. || Angry denizen. &lt;br /&gt;
|-&lt;br /&gt;
| 4-5         || Suffer.     || Need Restoration.          || 20% markup or discount.  || Can&#039;t recruit. || Hazard.          || Lose 1 HD.     &lt;br /&gt;
|-&lt;br /&gt;
| 6-8         || Progress.   || Need 1 week rest.          || 10% markup or discount.  || 10% markup.    || Nothing.       || Nothing.       &lt;br /&gt;
|-&lt;br /&gt;
| 9-11        || Success.    || Need 2 days rest.          || Fair price.              || Fair price.    || 1 day food.    || One treasure.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;11         || Best.       || Not scratched.             || 10% discount or markup.  || 10% discount.  || 2 days food.   || Two treasures. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Discard vs. Set Aside ===&lt;br /&gt;
&lt;br /&gt;
The rules for combat and for magic specify events for discarding dice. Discarded dice cannot be used until they are restored by rolling them successfully at Birdsong or during a Rest action. On the other hand, some effects cause dice to be set aside. Set aside dice may be used again immediately after the end of the effect that caused them to be set aside.&lt;br /&gt;
&lt;br /&gt;
== Melee (close) Combat ==&lt;br /&gt;
When the swords come out, pick up your Hit Dice and roll them all at once. Your opponent(s) do the same. Starting with the highest die result, the owner of that die picks one other die to remove. Repeat this until no more dice can be removed. Then break from combat, or re-roll the remaining dice.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The Knight Errant rolls 9, 8, 3. Three goblins roll 7, 6, 6. Starting from 9, the Knight Errant removes the goblins&#039; 7; at 8, the Knight Errant removes the goblins&#039; first 6; at 6, the goblins remove the Knight Errant&#039;s 3.  &lt;br /&gt;
&lt;br /&gt;
In a second bout, the Knight Errant rolls 7, 5. The remaining brave goblin rolls 4. At 7, the Knight Errant removes the goblin&#039;s 4. The goblins have been vanquished. &lt;br /&gt;
&lt;br /&gt;
If the Knight Errant had been reduced to 0 HD, he would roll STR on the Reaction table.&lt;br /&gt;
&lt;br /&gt;
=== But how many Hit Dice do I have? ===&lt;br /&gt;
A normal person has a single Hit Die. This includes normal soldiers and scholars alike. Soldiers are far more dangerous due to their armaments and physical ability scores, but they still only get 1 die when rolling for their combat results.&lt;br /&gt;
&lt;br /&gt;
Your character may start with 1 to 4 Hit Dice depending on how much they have focused on combat. They also may have Song Dice, which are discussed further on.&lt;br /&gt;
&lt;br /&gt;
=== How big are my hit dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Min STR || Armaments            || Hit dice &lt;br /&gt;
|-&lt;br /&gt;
| any     || Unarmed              || d4       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Light (or STR +3)    || d6       &lt;br /&gt;
|-&lt;br /&gt;
| any     || Moderate (or STR +6) || d8       &lt;br /&gt;
|-&lt;br /&gt;
| 0       || Heavy                || d10      &lt;br /&gt;
|-&lt;br /&gt;
| +3      || Tremendous           || d12      &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Light armament is a light weapon or light armor. Moderate armament is a light or medium weapon or armor plus a medium weapon or medium armor. Heavy armament is a medium weapon or armor plus a heavy weapon or armor. Tremendous armament is a heavy weapon plus heavy armor.  &lt;br /&gt;
&lt;br /&gt;
Small creatures (STR less than 0) can be moderately armed at most. Medium creatures (STR 0 to +2) can be heavily armed. Only large creatures (STR +3 or more) can be tremendously armed. Most humans are medium.&lt;br /&gt;
&lt;br /&gt;
STR affects the size of Hit Dice both at the low end (by limiting how much a character can be armed) and at the high end (creatures with +3 STR always roll at least d6 Hit Dice, creatures with +6 STR always roll at least d8 Hit Dice).&lt;br /&gt;
&lt;br /&gt;
=== How do I regain discarded Hit Dice? ===&lt;br /&gt;
At Birdsong (right before dawn), or if someone sings Birdsong for you, you may roll all your discarded Hit Dice. Any that come up even are restored.&lt;br /&gt;
&lt;br /&gt;
If someone sings Restoration for you, you may roll all your discarded Hit Dice. Any that do not come up &amp;quot;1&amp;quot; are restored.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
A character who has Song Dice can cast songs. None of the characters in the Fae Kingdom are &amp;quot;research wizards&amp;quot;. They only can cast songs that they acquire by purchase, theft, or &amp;quot;discovery&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Songs that should have a duration endure until next Birdsong. Songs that may benefit their target still require a Reaction Roll to resist them.&lt;br /&gt;
&lt;br /&gt;
=== How big are my song dice? ===&lt;br /&gt;
Look at this table:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| Raiment                       || Song dice &lt;br /&gt;
|-&lt;br /&gt;
| Skyclad                       || d4         &lt;br /&gt;
|-&lt;br /&gt;
| ONE of ring, rod, or robe     || d6         &lt;br /&gt;
|-&lt;br /&gt;
| TWO of ring, rod, and/or robe || d8         &lt;br /&gt;
|-&lt;br /&gt;
| Ring, rod, and robe           || d10        &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Chants ===&lt;br /&gt;
**Birdsong:** Enable the target to immediately roll to regain discarded Hit Dice (evens are restored).&lt;br /&gt;
**Exorcism:** Banish spirits from current location.&lt;br /&gt;
**Quell:** All but one of the target&#039;s Hit Dice are set aside. &lt;br /&gt;
**Repair**: Restore the target&#039;s damaged arms to full Hit Dice.&lt;br /&gt;
**Restoration**: Enable the target to immediately roll to regain discarded Hit Dice (all but 1s are restored).&lt;br /&gt;
&lt;br /&gt;
=== Bittersweet Ballads ===&lt;br /&gt;
**Faelight:** Target is LOST! - strike out target&#039;s entire list of locations adjacent to this location, target may not Return from here but must Move Along.&lt;br /&gt;
**Golden Tongue:** Target rolls Reaction Rolls as if +5 CHA.&lt;br /&gt;
**Lightness of Being:** Target gains the Strider trait.&lt;br /&gt;
**The Earth Speaks:** Target discovers all treasures in current location.&lt;br /&gt;
**The Tangled Vine:** Target may not leave current location. &lt;br /&gt;
&lt;br /&gt;
=== Hymns of the Rose ===&lt;br /&gt;
**Bitter Seed:** Target discards highest Song Die when rolling for magic.&lt;br /&gt;
**How Sweet the Scent:** Target gains the Peaceable trait.&lt;br /&gt;
**Leaf Blight:** Switch target&#039;s Hit Dice or Song Dice for one size smaller.&lt;br /&gt;
**Petals Shake:** Target rolls all available Hit Dice and Song Dice, discard any matches.&lt;br /&gt;
**The Beautiful Broken Thorns:** Instead of using the pool-and-pair method, roll target&#039;s Hit Dice. Discard any Hit Dice that are less than caster&#039;s highest Song Die.&lt;br /&gt;
&lt;br /&gt;
=== Nightshade Lullabies ===&lt;br /&gt;
**Fading Twilight:** Target gains the Elusive trait.&lt;br /&gt;
**Fog:** Current location becomes obscured by fog; occupants who fail their WIT Rolls cannot Search, Forage, Trade, Recruit, Move Along, or Return.&lt;br /&gt;
**Gust of Wind:** Target object is moved as if by a hand of STR +4.&lt;br /&gt;
**Sweet Berry of Knowledge:** Target gains a map of three random locations.&lt;br /&gt;
**Witch Sight:** Target sees all hidden things. &lt;br /&gt;
&lt;br /&gt;
=== Periwinkle Jingles ===&lt;br /&gt;
**Beast Speech:** The target may converse with any animal. Make Reaction Rolls.&lt;br /&gt;
**Drowse:** The target sleeps.&lt;br /&gt;
**Hidden Star:** The target illuminates their location as if they are a star.&lt;br /&gt;
**Pandemonium:** All in target&#039;s location lose the rest of their Daily Actions in a cacophany of laughter and screaming.&lt;br /&gt;
**Shield:** Target rolls an extra d12 in melee combat or when shot at. Set aside (do not &amp;quot;discard&amp;quot;) any dice less than the d12. &lt;br /&gt;
&lt;br /&gt;
=== Violet Tunes ===&lt;br /&gt;
**Darkness:** All lights are extinguished. No lights may be lit.&lt;br /&gt;
**Eternal Dance:** Target must immediately Move Along, and cannot Return to current location.&lt;br /&gt;
**Fiery Ring:** In current location, all others than caster must make a GRA Reaction Roll as if the caster&#039;s Song is a missile attack.&lt;br /&gt;
**Silence:** No sound can be heard in the current location.&lt;br /&gt;
**The Mighty Flower:** Target barrier is breached. Wooden barriers roll 2d6, metal barriers roll 2d8, stone barriers roll 2d10.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
Here are the possible characters to play:&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Character         || STR || GRA || WIT || CHA || HD  || SD  || Arms || traits                        &lt;br /&gt;
|-&lt;br /&gt;
| Amazon            || +1  || +2  || 0   || 0   || 3   || 1   || M    || Bowmaster; Enduring          &lt;br /&gt;
|-&lt;br /&gt;
| Barbarian         || +4  || 0   || -1  || 0   || 4   || 0   || H    || Berserker; Tough             &lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet Magus || 0   || +1  || +2  || 0   || 2   || 2   || L    || Cunning; Ballads             &lt;br /&gt;
|-&lt;br /&gt;
| Captain           || +1  || +1  || 0   || +1  || 4   || 0   || M    || Spearmaster; Leadership        &lt;br /&gt;
|-&lt;br /&gt;
| Dwarf             || +3  || 0   || +2  || 0   || 4   || 0   || H    || Bones of Stone; Short Legs   &lt;br /&gt;
|-&lt;br /&gt;
| Elf               || 0   || +2  || +1  || +1  || 2   || 2   || L    || Elusive; Strider             &lt;br /&gt;
|-&lt;br /&gt;
| Harper            || 0   || +1  || +2  || +1  || 2   || 2   || L    || Affable; Any Songs           &lt;br /&gt;
|-&lt;br /&gt;
| Knight Errant     || +3  || -1  || 0   || +1  || 3   || 1   || T    || Honored; Chants              &lt;br /&gt;
|-&lt;br /&gt;
| Knight Renegant   || +2  || +2  || 0   || -1  || 4   || 0   || H    || Bowmaster; Fearsome          &lt;br /&gt;
|-&lt;br /&gt;
| Monk              || +1  || +1  || +1  || +1  || 2   || 2   || *    || Disciple of the Hand; Chants &lt;br /&gt;
|-&lt;br /&gt;
| Nightshade Magus  || *   || 0   || +3  || 0   || 0   || 4   || *    || Ethereal; Lullabies          &lt;br /&gt;
|-&lt;br /&gt;
| Periwinkle Magus  || 0   || +1  || +1  || +1  || 1   || 3   || L    || Lucky; Jingles        &lt;br /&gt;
|-&lt;br /&gt;
| Rose Magus        || 0   || 0   || +2  || +1  || 1   || 3   || L    || Peaceable; Hymns             &lt;br /&gt;
|-&lt;br /&gt;
| Swordsman         || +1  || +2  || 0   || 0   || 4   || 0   || L    || Swordmaster; Cunning         &lt;br /&gt;
|-&lt;br /&gt;
| Violet Magus      || 0   || 0   || +3  || +1  || 1   || 3   || L    || Aura of Power; Tunes         &lt;br /&gt;
|-&lt;br /&gt;
| Woodfolk          || +1  || +1  || +1  || +1  || 3   || 1   || L    || Beast friend; Tracker        &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Amazon ===&lt;br /&gt;
{|         &lt;br /&gt;
|-&lt;br /&gt;
 STR || GRA || WIT || CHA || HD  || SD  || Arms &lt;br /&gt;
|-&lt;br /&gt;
 +1  || +2  || 0   || 0   || 3   || 1   || M    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Enduring: You may use all of your daily actions for the same task.&lt;br /&gt;
&lt;br /&gt;
## Barbarian&lt;br /&gt;
| Character               | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ----------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Barbarian.png\|300]] | +4  | 0   | -1  | 0   | 4   | 0   | H    |&lt;br /&gt;
&lt;br /&gt;
Berserker: You may enter a battle rage that lasts for one bout, and allows you to re-roll any number of your Hit Dice one time. You may choose this trait multiple times to extend the rage.&lt;br /&gt;
&lt;br /&gt;
Tough: You may take an extra Rest each day. You may choose this trait multiple times.&lt;br /&gt;
&lt;br /&gt;
## Bittersweet Magus&lt;br /&gt;
| Character                       | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Bittersweet Magus.png\|300]] | 0   | +1  | +2  | 0   | 2   | 2   | L    |&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
Ballads: You may use any Bittersweet Ballad that you&#039;ve learned.&lt;br /&gt;
&lt;br /&gt;
## Captain&lt;br /&gt;
| Character             | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| --------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Captain.png\|300]] | +1  | +1  | 0   | +1  | 4   | 0   | M    |&lt;br /&gt;
&lt;br /&gt;
Spearmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Leadership: You may have +1 more Henchman than normal. Increase the Loyalty and Morale of your Henchmen and Followers by +1.&lt;br /&gt;
&lt;br /&gt;
## Dwarf&lt;br /&gt;
| Character           | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Dwarf.png\|300]] | +3  | 0   | +2  | 0   | 4   | 0   | H    |&lt;br /&gt;
&lt;br /&gt;
Bones of Stone: When rolling to recover discarded Hit Dice, you may turn half of the dice to an even number and roll the rest.&lt;br /&gt;
&lt;br /&gt;
Short Legs: When attacked in melee combat, or when shot at, set aside (do not &amp;quot;discard&amp;quot;) each of your opponents&#039; highest rolled Hit Die. You may Return or Move Along only once per day.&lt;br /&gt;
&lt;br /&gt;
## Elf&lt;br /&gt;
| Character         | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ----------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Elf.png\|300]] | 0   | +2  | +1  | +1  | 2   | 2   | L    |&lt;br /&gt;
&lt;br /&gt;
Elusive: You generally are un-noticed. If someone is looking for you, you may make a Reaction Roll to avoid being found, without making any effort to deliberately hide.&lt;br /&gt;
&lt;br /&gt;
Strider: You may Move Along or Return an extra time each day.&lt;br /&gt;
&lt;br /&gt;
## Harper&lt;br /&gt;
| Character            | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| -------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Harper.png\|300]] | 0   | +1  | +2  | +1  | 2   | 2   | L    |&lt;br /&gt;
&lt;br /&gt;
Affable: Treat each result on a Reaction Roll as one level better (e.g., a &amp;quot;3&amp;quot; would be &amp;quot;abashed&amp;quot;). However, a roll of 2 still results in getting assaulted: not everyone appreciates good humor.&lt;br /&gt;
&lt;br /&gt;
Any Songs: You may use any Song that you have learned. Each time that you learn a new Song, you must allocate your Song Dice among the different types of Songs that you know. For a given Song, you may only roll the Song Dice that are allocated to its type.&lt;br /&gt;
&lt;br /&gt;
## Knight Errant&lt;br /&gt;
| Character                   | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| --------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Knight Errant.png\|300]] | +3  | -1  | 0   | +1  | 3   | 1   | T    |&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Honored: You may re-roll doubles on a Reaction roll. Keep the higher result.&lt;br /&gt;
&lt;br /&gt;
## Knight Renegant&lt;br /&gt;
| Character                       | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Knight Renegant b.png\|300]] | +2  | +2  | 0   | -1  | 4   | 0   | H    |&lt;br /&gt;
&lt;br /&gt;
Bowmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Fearsome: You may re-roll your lower die (keep the second result) on a Reaction roll.&lt;br /&gt;
&lt;br /&gt;
## Monk&lt;br /&gt;
| Character          | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Monk.png\|300]] | +1  | +1  | +1  | +1  | 2   | 2   | *    |&lt;br /&gt;
&lt;br /&gt;
Chants: You may use any Holy Chant that you have learned.&lt;br /&gt;
&lt;br /&gt;
Disciple of the Hand: Regardless of what you carry, you roll Medium (d8) Hit Dice.&lt;br /&gt;
&lt;br /&gt;
## Nightshade Magus&lt;br /&gt;
| Character                      | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Nightshade Magus.png\|300]] | *   | 0   | +3  | 0   | 0   | 4   | *    |&lt;br /&gt;
&lt;br /&gt;
Ethereal: You may interact with the world only through Songs. You start with Witch Sight and Gust of Wind as Songs that you can use. Only magic may end you.&lt;br /&gt;
&lt;br /&gt;
Lullabies: You may use any Nightshade Lullaby that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Periwinkle Magus&lt;br /&gt;
| Character                      | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Periwinkle Magus.png\|300]] | 0   | +1  | +1  | +1  | 1   | 3   | L    |&lt;br /&gt;
&lt;br /&gt;
Lucky: You gain +1 (one die larger) to all Saves.&lt;br /&gt;
&lt;br /&gt;
Jingles: You may use any Periwinkle Jingle that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Rose Magus&lt;br /&gt;
| Character                | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ------------------------ | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Rose Magus.png\|300]] | 0   | 0   | +2  | +1  | 1   | 3   | L    |&lt;br /&gt;
&lt;br /&gt;
Peaceable: Denizens let you pass by default.&lt;br /&gt;
&lt;br /&gt;
Hymns: You may use any Hymn of the Rose that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Swordsman&lt;br /&gt;
| Character               | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ----------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Swordsman.png\|300]] | +1  | +2  | 0   | 0   | 4   | 0   | L    |&lt;br /&gt;
&lt;br /&gt;
Swordmaster: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
Cunning: You may re-roll your lower die (keep the higher result) on any Roll that uses WIT.&lt;br /&gt;
&lt;br /&gt;
## Violet Magus&lt;br /&gt;
| Character                  | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| -------------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Violet Magus.png\|300]] | 0   | 0   | +3  | +1  | 1   | 3   | L    |&lt;br /&gt;
&lt;br /&gt;
Aura of Power: Do not discard the lowest die when rolling Song Dice.&lt;br /&gt;
&lt;br /&gt;
Tunes: You may use any Violet Tune that you have learned.&lt;br /&gt;
&lt;br /&gt;
## Woodfolk&lt;br /&gt;
| Character              | STR | GRA | WIT | CHA | HD  | SD  | Arms |&lt;br /&gt;
| ---------------------- | --- | --- | --- | --- | --- | --- | ---- |&lt;br /&gt;
| ![[Woodfolk.png\|300]] | +1  | +1  | +1  | +1  | 3   | 1   | L    |&lt;br /&gt;
&lt;br /&gt;
Beast friend: You may recruit beasts. They work for food. You get +1 die larger to Reaction Rolls with beasts.&lt;br /&gt;
&lt;br /&gt;
Tracker: You can Return along the path of any character who has visited your current location. This trait &amp;quot;defeats&amp;quot; the BLISS prohibition on Returning.&lt;br /&gt;
&lt;br /&gt;
## Larger than Life &lt;br /&gt;
&lt;br /&gt;
Most people and creatures are average and have 0 for STRength, GRAce, WITs, and CHArm, with no great traits. They have 1 Hit Die and thus are felled by one solid hit. Particularly hardy individuals might have 2 Hit Dice. People with 2HD are uncommon, those with 3 or 4 are rare and often well known. Those with 5 or more are in a league of their own: heroes. &lt;br /&gt;
&lt;br /&gt;
Players&#039; characters are special. Each archetype has a distinct array of Abilities and traits.&lt;br /&gt;
&lt;br /&gt;
## How do I &amp;quot;level up&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
You gain a Hit Die or a Song Die, or add +1 to an Ability, during your downtime after each adventure. Every third Die that you gain (e.g., 3 HD, 2 HD + 4 SD, etc.), add a trait. You can choose any of the traits that other characters start with (except those of the Dwarf or Elf, which are special to their kind), or any of the Other traits below.&lt;br /&gt;
&lt;br /&gt;
## Other traits&lt;br /&gt;
&lt;br /&gt;
Learned: You may re-roll your lower die (keep the higher result) on a roll related to knowledge. You may not re-roll doubles.&lt;br /&gt;
&lt;br /&gt;
Puissant: Choose Melee or Missile. If you have any Hit Dice that have not been discarded, you may roll 1 extra Hit Die for the given category of combat. You may choose this trait more than once for each category.&lt;br /&gt;
&lt;br /&gt;
(Weapon)master: You may re-roll your lowest Hit Die (keep the higher result) when using the given weapon in combat. You may choose this trait multiple times to re-roll multiple low dice, or to choose additional weapons.&lt;br /&gt;
&lt;br /&gt;
# Economy&lt;br /&gt;
&lt;br /&gt;
Historically gold was worth about 20 times that of silver and silver was about 12 times that of copper. All prices are in silver pennies, shillings, and £.&lt;br /&gt;
&lt;br /&gt;
1 pound (£) = 20 shillings &lt;br /&gt;
&lt;br /&gt;
1 (s)hilling (weighs about as much as four U.S. quarters stuck together) = 12 pence &lt;br /&gt;
&lt;br /&gt;
1 (p)enny (weighs slightly less than a modern U.S. dime) = 4 farthings&lt;br /&gt;
&lt;br /&gt;
This means a gold coin that weighs as much as a shilling is worth a pound and a copper/bronze coin that size is worth only a silver penny.  &lt;br /&gt;
&lt;br /&gt;
## Lifestyle and Upkeep&lt;br /&gt;
&lt;br /&gt;
A person can subsist off very little and many people do just that by earning about 3 pennies per month for a total of 3 shillings in a year. This hand to mouth existence is additionally supported by festivals and feast days where the sponsor of that event foots the bill and hands out alms to the poor. &lt;br /&gt;
&lt;br /&gt;
A simple lifestyle can be obtained with 6p per month.&lt;br /&gt;
&lt;br /&gt;
|Lifestyle|Cost/mo|Max lv|Examples|&lt;br /&gt;
|---|---|---|---|&lt;br /&gt;
|Meager|3p|0|Unskilled laborer, conscripts|&lt;br /&gt;
|Simple|6p|1|Skilled labor, light infantry, archers|&lt;br /&gt;
|Decent|1s|2|Specialists, heavy infantry, crossbowmen, cavalry|&lt;br /&gt;
|Good|2s|3|Knights, guild leaders|&lt;br /&gt;
|Rich|5s|4|Aristocrats, rich merchants|&lt;br /&gt;
|Wealthy|10s|9|Barons, bishops|&lt;br /&gt;
|Extravagant|1£+|14|High lords|&lt;br /&gt;
  &lt;br /&gt;
A meager lifestyle isn’t pleasant but so long as you are largely sedentary it brings no other penalties. Beneath this level starvation is a real concern.&lt;br /&gt;
&lt;br /&gt;
Most adventurers will live a Simple lifestyle at first and eventually seek to spend more freely. If you live at the level of your Status or above you gain XP equal to half the difference in the cost of your lifestyle. Your Status is either social such as shown in the examples, or by character level as shown in the max level column.&lt;br /&gt;
&lt;br /&gt;
## Provisioning&lt;br /&gt;
&lt;br /&gt;
| Creature               | Cost/wk | Enc (pounds) |&lt;br /&gt;
| ---------------------- | ------- | ----------- |&lt;br /&gt;
| Human (or smaller)     | 2p      | 14/wk        |&lt;br /&gt;
| Horse (or other large) | 6p      | 42/wk        |&lt;br /&gt;
| Larger than horse      | 11p     | 98/wk        |&lt;br /&gt;
&lt;br /&gt;
The cost of provisioning a horse assumes available grasses to supplement fodder. Without this add an additional stone of weight and 2p per week. Beings that must eat only meat are x2 the cost.&lt;br /&gt;
&lt;br /&gt;
Feeding an Ogre would cost 16p per week (8 for being large and not able to eat grass, x2 for being an obligate carnivore). &lt;br /&gt;
&lt;br /&gt;
A mule or pack horse can carry 300 pounds in packs as a light load. It can bear up to 550 pounds at half speed. More weight than that requires sharing the load with men, beasts or carts.&lt;br /&gt;
&lt;br /&gt;
## Things Worth Buying&lt;br /&gt;
&lt;br /&gt;
|Mounts|Safe load (lb)|Cost|Upkeep/mo|&lt;br /&gt;
|---|---|---|---|&lt;br /&gt;
|Draft|300|4s|1s|&lt;br /&gt;
|Pack|500|5s|1s|&lt;br /&gt;
|Riding|200|1£|2s|&lt;br /&gt;
|Hunting|200|5£|3s|&lt;br /&gt;
|War|300|10£|4s|&lt;br /&gt;
|Mule|300|5s|6p|&lt;br /&gt;
|Donkey|200|3s|6p|&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
| Arms       | Cost | Lifestyle min | Examples                                                      |&lt;br /&gt;
| ---------- | ---- | ------------- | ------------------------------------------------------------- |&lt;br /&gt;
| Unarmed    | 3p   | Meager        | Gambeson, dagger, sling                                       |&lt;br /&gt;
| Light      | 1s   | Simple        | Maille shirt, axe, spear or arming sword, short bow           |&lt;br /&gt;
| Moderate   | 5s   | Decent        | Hauberk and cap, shield, axe, spear or arming sword, long bow |&lt;br /&gt;
| Heavy      | 15s  | Good          | Haubergeon with bracers and helm, great axe or sword          |&lt;br /&gt;
| Tremendous | 2£   | Rich          | Full maille and closed helm, great sword or axe                    |&lt;br /&gt;
&lt;br /&gt;
  If you are beneath the lifestyle minimum of your arms, then each month make a WIT roll to learn whether they degrade (Hit Dice get one size smaller).&lt;br /&gt;
&lt;br /&gt;
# Locations&lt;br /&gt;
The locations of the Kingdom include villages, forests, heaths, mountains, and caverns as well as the special locations of Bliss, Threshold, and Durance.&lt;br /&gt;
&lt;br /&gt;
## Villages&lt;br /&gt;
Villages have no treasures, but do have commerce and possibly a Traveling House of the Great Old One. In a typical village, you can buy or sell provisions and common equipment. You may be able to hear the songs of Repair or Restoration. You may be able to learn various songs. You could sell treasures, but at a lower price than you could obtain in Bliss.&lt;br /&gt;
&lt;br /&gt;
Village denizens include the Ruffians, the Watch, and Travelers. Visitors also come to villages fairly often.&lt;br /&gt;
&lt;br /&gt;
| Village   | Provisions | Repairs | L arms | M arms | Denizens |&lt;br /&gt;
| --------- | ---------- | ------- | ------ | ------ | -------- |&lt;br /&gt;
| Bounteous | 1p         | 5p      | 1s     | 6s     | d6       |&lt;br /&gt;
| Silent    | 2p         | 5p      | 1s     | 5s     | d4       |&lt;br /&gt;
| Goatkin   | 2p         | 1s      | 1s     | 5s     | d8       |&lt;br /&gt;
| Furnace   | 3p         | 2p      | 10p    | 4s     | d6       |&lt;br /&gt;
| Porcelain | X          | X       | 2s     | 8s     | d10      |&lt;br /&gt;
&lt;br /&gt;
| Die roll | Denizens        |&lt;br /&gt;
| -------- | --------------- |&lt;br /&gt;
| 1        | Traveling House | &lt;br /&gt;
| 2        | Visitor         |&lt;br /&gt;
| 3        | Watch           |&lt;br /&gt;
| 4        | Travelers       |&lt;br /&gt;
| 5        | Ruffians        |&lt;br /&gt;
| 6        | Watch           |&lt;br /&gt;
| 7        | Travelers       |&lt;br /&gt;
| 8        | Ruffians        |&lt;br /&gt;
| 9        | Visitor         |&lt;br /&gt;
| 10       | Traveling House |&lt;br /&gt;
&lt;br /&gt;
### The Traveling House&lt;br /&gt;
When you enter the Traveling House, you hear Birdsong. Other songs may be learned for 1s each. Part of learning a song is having it sung to you as its target. This is why the Traveling House does not teach Hymns of the Rose.&lt;br /&gt;
&lt;br /&gt;
| Die roll | Available to learn     | &lt;br /&gt;
| -------- | ---------------------- |&lt;br /&gt;
| 1        | Restoration            |&lt;br /&gt;
| 2        | any Holy Chant         |&lt;br /&gt;
| 3        | any Bittersweet Ballad |&lt;br /&gt;
| 4        | any Nightshade Lullaby |&lt;br /&gt;
| 5        | any Periwinkle Jingle  |&lt;br /&gt;
| 6        | any Violet Tune        |&lt;br /&gt;
&lt;br /&gt;
### Village Visitors&lt;br /&gt;
&lt;br /&gt;
| Die roll | Visitor |&lt;br /&gt;
| -------- | ------- |&lt;br /&gt;
| 1        |  Monk       |&lt;br /&gt;
| 2        |  Rose Magus       |&lt;br /&gt;
| 3        |  Bittersweet Magus       |&lt;br /&gt;
| 4        |  Knight Errant       |&lt;br /&gt;
| 5        |  Harper       |&lt;br /&gt;
| 6         | Swordsman        |&lt;br /&gt;
&lt;br /&gt;
## Forests&lt;br /&gt;
Forests may have hidden treasures, and offer chances to hunt or forage for provisions. Forests also have denizens, which may include Ogres, Goblins, Wolves, Woodfolk, Elves, and Travelers.&lt;br /&gt;
&lt;br /&gt;
| Forest     | Denizens | Hazard | Treasure |&lt;br /&gt;
| ---------- | -------- | ---- | -------- |&lt;br /&gt;
| Birch Wood | d4       | d6   | d8       |&lt;br /&gt;
| Elm Wood   | d6       | d8   | d10      |&lt;br /&gt;
| Ash Wood   | d8       | d4   | d6       |&lt;br /&gt;
| Oak Wood   | d10      | d6   | d6       |&lt;br /&gt;
| Beech Wood | d12      | d8   | d4       |&lt;br /&gt;
&lt;br /&gt;
### Forest Denizens, Hazards, and Treasures&lt;br /&gt;
| Die Roll | Denizens  | Hazard          | Treasure |&lt;br /&gt;
| -------- | --------- | --------------- | -------- |&lt;br /&gt;
| 1        | Wolves    | Poison ivy      | none     |&lt;br /&gt;
| 2        | Goblins   | Angry bees      | none     |&lt;br /&gt;
| 3        | Elves     | Smoldering fire | 10s      |&lt;br /&gt;
| 4        | Travelers | Rutting deer    | L arms   |&lt;br /&gt;
| 5        | Woodfolk  |                 | 40s      |&lt;br /&gt;
| 6        | Visitor   |                 | M arms   |&lt;br /&gt;
| 7        | Ogres     |                 | ring     |&lt;br /&gt;
| 8        | Woodfolk  |                 | 100s     |&lt;br /&gt;
| 9        | Travelers | -               | rod      |&lt;br /&gt;
| 10       | Goblins   | -               | H arms   |&lt;br /&gt;
| 11       | Wolves    | -               | robe     |&lt;br /&gt;
| 12       | Ogres     | -               | T arms   |&lt;br /&gt;
&lt;br /&gt;
## Heaths&lt;br /&gt;
The open heaths may have hidden treasure. They are frequented by Dragons and Travelers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Grim Heath    |&lt;br /&gt;
| Gloomy Heath  |&lt;br /&gt;
| Pale Heath    |&lt;br /&gt;
| Moaning Heath |&lt;br /&gt;
| Howling Heath |&lt;br /&gt;
&lt;br /&gt;
## Mountains&lt;br /&gt;
In the mountains, you are likely to find treasures and ruins, as well as Giants, Dragons, and Dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|                |&lt;br /&gt;
| -------------- |&lt;br /&gt;
| Jagged Hill    |&lt;br /&gt;
| Cold Pass      |&lt;br /&gt;
| Sentry Peak    |&lt;br /&gt;
| Golden Cliffs  |&lt;br /&gt;
| High Seat Crag |&lt;br /&gt;
&lt;br /&gt;
## Caverns&lt;br /&gt;
The caverns hold treasures. The caverns also are home to Trolls, Goblins, and Scorpions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|               |&lt;br /&gt;
| ------------- |&lt;br /&gt;
| Hot Caves     |&lt;br /&gt;
| Salt Caves    |&lt;br /&gt;
| Deep Caves    |&lt;br /&gt;
| Glowing Caves |&lt;br /&gt;
| Grottoes      |&lt;br /&gt;
&lt;br /&gt;
# Denizens&lt;br /&gt;
Denizens are not hostile by default (unless you get the Angry Denizen result on the Reaction table). Some may be hungry (dragons, wolves, and ogres especially). Those that can speak (including dragons) may choose to converse rather than attacking outright.&lt;br /&gt;
&lt;br /&gt;
| Denizen   | Number&amp;lt;br&amp;gt;Appearing | HD  | SD  | Arms    | Traits / Songs                       |&lt;br /&gt;
| --------- | ------------------- | --- | --- | ------- | ------------------------------------ |&lt;br /&gt;
| Dragons   | 1                   | 7   | 2   | H (d10) | Fearsome / Tunes              |&lt;br /&gt;
| Dwarves   | d4                  | 2   | 0   | H (d10) | Short Legs, Bones of Stone           |&lt;br /&gt;
| Elves     | d4                  | 1   | 1   | L (d6)  | Elusive /  Ballads       |&lt;br /&gt;
| Giants    | 1                   | 6   | 0   | T (d12) | Tough                                |&lt;br /&gt;
| Goblins   | d10                 | 1   | 0   | L (d6)  | Elusive                              |&lt;br /&gt;
| Ogres     | 1                   | 5   | 0   | M (d8)  | Tough, Puissant (melee)              |&lt;br /&gt;
| Ruffians  | d6                  | 1   | 0   | L (d6)  | -                                    |&lt;br /&gt;
| Scorpions | d4                  | 3   | 0   | M (d8)  | Puissant (melee)                     |&lt;br /&gt;
| Travelers | d4                  | 1   | 2   | L (d6)  | Strider / Chants                |&lt;br /&gt;
| Trolls    | 2                   | 4   | 1   | H (d10) | Elusive / Lullabies         |&lt;br /&gt;
| Watch     | d6                  | 2   | 0   | M (d8)  | Puissant (melee), Puissant (missile) |&lt;br /&gt;
| Wolves    | d8                  | 1   | 0   | L (d6)  | -                                     |&lt;br /&gt;
| Woodfolk  | d4                  | 1   | 1   | L (d6)  | Beast friend, Tracker                |&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=424601</id>
		<title>Goon Deeps of Sargolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=424601"/>
		<updated>2022-07-12T16:21:10Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.&lt;br /&gt;
&lt;br /&gt;
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the &amp;quot;God Queen&amp;quot; Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We headed out on the southward road to Saray&#039;s indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula&#039;s boss of his addiction. We entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us. We found the vampire, who was weirdly small. The vampire was fostering a person who turned out to be the century-lost princess of Nalastis. We got her out of town and she set off westward into the Louran highlands.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Returning to Antali, Jhula learned her boss (the &amp;quot;old man&amp;quot;) had cured himself of his spice addiction (the original reason for her quest to Antali). As part of that effort, he had retired! Now his former second-in-command (Obseth) had taken over the criminal organization ... When Jhula went out into the hills to visit the old man, Yaavin, Obseth sent along his son Kaarmo - who tried to poison everyone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After resolving the attempted poisoning, Jhula set out again on the road back to Sargolis, looking for a certain arcane volume to further her studies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the Vault at Loom Street ==&lt;br /&gt;
Jhula&#039;s Sack 2 (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche&amp;lt;br /&amp;gt;&lt;br /&gt;
d. Book #4. tattered green cloth cover, rebound. Enwiddle&#039;s Blossoming Cone&amp;lt;br /&amp;gt;&lt;br /&gt;
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar&amp;lt;br /&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
stakes&lt;br /&gt;
a silver dagger&lt;br /&gt;
a sharpened gravedigger&#039;s spade&lt;br /&gt;
box of matches&lt;br /&gt;
box of matches&lt;br /&gt;
earthenware jars&lt;br /&gt;
&lt;br /&gt;
== Current characters ==&lt;br /&gt;
=== Jhula: rogueish jack of all trades ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Throwing knives; 2. Vicious, jagged shortsword; &#039;&#039;&#039;droppable&#039;&#039;&#039; 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger&#039;s remains in a silver tureen, b. quicksilver, c. smokeweed)&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; fresh Breath. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +3. &#039;&#039;&#039;Throwing bonus:&#039;&#039;&#039; +3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Jhula has briefly reviewed &#039;&#039;&#039;numerous books of power&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
She&#039;s got in her mind&amp;lt;br /&amp;gt;&lt;br /&gt;
1. The Book of Bones and Flowers&amp;lt;br /&amp;gt;&lt;br /&gt;
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus&amp;lt;br /&amp;gt;&lt;br /&gt;
10. Silent Song of Choking Flowers.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson&#039;s Mutually Agreeable Cooperative (a brutally run thieves&#039; guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She&#039;s one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he&#039;s addicted to.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she&#039;s happy to be on the road and away from the pressures of her work.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Looking at Ricky&#039;s vacant bedroll, she felt guilt, something she hadn&#039;t felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer&#039;s townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer&#039;s good will, the group tracked down the original thieves and punished them.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Saray: indebted lady knight ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger&#039;s spade ),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +5 with torch, +6 with shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She&#039;s the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.&lt;br /&gt;
&lt;br /&gt;
Now after plundering the Deeps under Jhula&#039;s leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.&lt;br /&gt;
&lt;br /&gt;
Entering the city of Naltis in search of more information, and ingredients for Jhula&#039;s potion to cure her master&#039;s addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group&#039;s treasure into Saray&#039;s family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless (&amp;quot;Master Sanger&amp;quot;), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.&lt;br /&gt;
&lt;br /&gt;
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Latho ===&lt;br /&gt;
&lt;br /&gt;
Hireling - stuff-bearer - carrying:&lt;br /&gt;
&lt;br /&gt;
1. Sack (books from Naltis #9-#12)&lt;br /&gt;
2. Pillowcase sack (Book from Naltis #6-#8)&lt;br /&gt;
3. Sack (Book from Naltis #1-#4)&lt;br /&gt;
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)&lt;br /&gt;
5. Sack (week&#039;s rations)&lt;br /&gt;
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It&#039;s another copy of  The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)&lt;br /&gt;
&lt;br /&gt;
=== Munson: down-at-heels adventurer ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), &#039;&#039;&#039;droppable&#039;&#039;&#039; . &#039;&#039;&#039;droppable&#039;&#039;&#039;, &#039;&#039;&#039;5. Tired&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
6. Sack (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. rope&amp;lt;br /&amp;gt;&lt;br /&gt;
b. stake&amp;lt;br /&amp;gt;&lt;br /&gt;
c. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
d. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +2 Brute +2 (breastplate, axe) = &#039;&#039;&#039;+4&#039;&#039;&#039; total.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they&#039;re in Naltis, exploring an ancient vampire&#039;s Catacombs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
In addition to the basic rules of Life and Breath and so forth, here&#039;s a few specific ones about combat and magic and loads.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&#039;&#039;&#039;Multiple opponents:&#039;&#039;&#039; When fighting multiple opponents, roll once against each opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advantage / Disadvantage:&#039;&#039;&#039; When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Most spells are &#039;&#039;hard&#039;&#039; to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:&lt;br /&gt;
2-5: DS 8&lt;br /&gt;
6-9: DS 10&lt;br /&gt;
10-12: DS 12&lt;br /&gt;
Once per day, you may roll &#039;&#039;+Erudite&#039;&#039; against a spell&#039;s difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it&#039;s there it usually stays ...&lt;br /&gt;
You may record a spell that&#039;s in your head by rolling &#039;&#039;+Erudite&#039;&#039; against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, roll &#039;&#039;+Erudite&#039;&#039; against the DS of whatever you&#039;re casting at. Most physical stuff has DS 8, but tough opponents have more &#039;&#039;mana&#039;&#039; and use their DS instead. A spell must be cast at a target. If you&#039;re casting an Illusion, its target is the person or people whom you want to perceive it.&lt;br /&gt;
&lt;br /&gt;
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.&lt;br /&gt;
&lt;br /&gt;
=== Loads ===&lt;br /&gt;
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.&lt;br /&gt;
&lt;br /&gt;
You can carry &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
=== Sargolis === &lt;br /&gt;
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Antali ===&lt;br /&gt;
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Mackers&#039;&#039;&#039; are the criminal bosses of Antali, and Jhula&#039;s spice-addicted boss &amp;lt;del&amp;gt;is&amp;lt;/del&amp;gt; &amp;lt;insert&amp;gt;was&amp;lt;/insert&amp;gt; boss of bosses. He never woke up from a spice dream.&lt;br /&gt;
&lt;br /&gt;
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12&lt;br /&gt;
&lt;br /&gt;
Also,there&#039;s Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit&#039;s sharp as his blade. DS 10&lt;br /&gt;
&lt;br /&gt;
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It&#039;s said her face was disfigured by the spite of an alchemist she bedded - once. It&#039;s also said she&#039;s a poisoner, but there&#039;s no solid proof. DS 8. She and Jhula were the old boss&#039;s favorites. Rumor has it that Vinzay was the one who got the boss his spice.&lt;br /&gt;
&lt;br /&gt;
And several others, less important in the intrigues of Antali, much less dangerous in combat.&lt;br /&gt;
&lt;br /&gt;
=== Louras ===&lt;br /&gt;
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;&#039;southern city states&#039;&#039;&#039; ===&lt;br /&gt;
a few decades ago, fought a vicious war with the &#039;&#039;&#039;merchant cities of the northeast.&#039;&#039;&#039; The war ruined Sargolis.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Nalastis&#039;&#039;&#039; or &#039;&#039;&#039;Naltis&#039;&#039;&#039; === &lt;br /&gt;
is the southern free city nearest to Saray&#039;s demesne.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Harsh Lady Gang&#039;&#039;&#039; run rackets in Naltis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sanger&#039;&#039;&#039; guarded the princess Yuwia in a catacomb deep under Naltis.&lt;br /&gt;
&lt;br /&gt;
Saray&#039;s &#039;&#039;&#039;indebted demesne&#039;&#039;&#039; (House Rannier) is in the northern frontier of the southern city states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Kendos&#039;&#039;&#039; is the demesne of Saray&#039;s cousin Hania, a gullible younger woman under the thumb of her husband and Saray&#039;s former seneschal Albert.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Goon Deeps of Sargolis:Narm|Narm]]&#039;&#039;&#039; is the general region where all these places are found.&lt;br /&gt;
[[File:Narm_globe2.png]]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=424598</id>
		<title>Goon Deeps of Sargolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=424598"/>
		<updated>2022-07-12T14:29:31Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Saray: indebted lady knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.&lt;br /&gt;
&lt;br /&gt;
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the &amp;quot;God Queen&amp;quot; Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray&#039;s indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula&#039;s boss of his addiction. Now we&#039;ve entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.&lt;br /&gt;
&lt;br /&gt;
== In the Vault at Loom Street ==&lt;br /&gt;
Jhula&#039;s Sack 2 (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche&amp;lt;br /&amp;gt;&lt;br /&gt;
d. Book #4. tattered green cloth cover, rebound. Enwiddle&#039;s Blossoming Cone&amp;lt;br /&amp;gt;&lt;br /&gt;
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar&amp;lt;br /&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
stakes&lt;br /&gt;
a silver dagger&lt;br /&gt;
a sharpened gravedigger&#039;s spade&lt;br /&gt;
box of matches&lt;br /&gt;
box of matches&lt;br /&gt;
earthenware jars&lt;br /&gt;
&lt;br /&gt;
== Current characters ==&lt;br /&gt;
=== Jhula: rogueish jack of all trades ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Throwing knives; 2. Vicious, jagged shortsword; &#039;&#039;&#039;droppable&#039;&#039;&#039; 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger&#039;s remains in a silver tureen, b. quicksilver, c. smokeweed)&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; fresh Breath. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +3. &#039;&#039;&#039;Throwing bonus:&#039;&#039;&#039; +3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Jhula has briefly reviewed &#039;&#039;&#039;numerous books of power&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
She&#039;s got in her mind&amp;lt;br /&amp;gt;&lt;br /&gt;
1. The Book of Bones and Flowers&amp;lt;br /&amp;gt;&lt;br /&gt;
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus&amp;lt;br /&amp;gt;&lt;br /&gt;
10. Silent Song of Choking Flowers.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson&#039;s Mutually Agreeable Cooperative (a brutally run thieves&#039; guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She&#039;s one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he&#039;s addicted to.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she&#039;s happy to be on the road and away from the pressures of her work.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Looking at Ricky&#039;s vacant bedroll, she felt guilt, something she hadn&#039;t felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer&#039;s townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer&#039;s good will, the group tracked down the original thieves and punished them.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Saray: indebted lady knight ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger&#039;s spade ),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +5 with torch, +6 with shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She&#039;s the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.&lt;br /&gt;
&lt;br /&gt;
Now after plundering the Deeps under Jhula&#039;s leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.&lt;br /&gt;
&lt;br /&gt;
Entering the city of Naltis in search of more information, and ingredients for Jhula&#039;s potion to cure her master&#039;s addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group&#039;s treasure into Saray&#039;s family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless (&amp;quot;Master Sanger&amp;quot;), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.&lt;br /&gt;
&lt;br /&gt;
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Latho ===&lt;br /&gt;
&lt;br /&gt;
Hireling - stuff-bearer - carrying:&lt;br /&gt;
&lt;br /&gt;
1. Sack (books from Naltis #9-#12)&lt;br /&gt;
2. Pillowcase sack (Book from Naltis #6-#8)&lt;br /&gt;
3. Sack (Book from Naltis #1-#4)&lt;br /&gt;
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)&lt;br /&gt;
5. Sack (week&#039;s rations)&lt;br /&gt;
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It&#039;s another copy of  The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)&lt;br /&gt;
&lt;br /&gt;
=== Munson: down-at-heels adventurer ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), &#039;&#039;&#039;droppable&#039;&#039;&#039; . &#039;&#039;&#039;droppable&#039;&#039;&#039;, &#039;&#039;&#039;5. Tired&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
6. Sack (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. rope&amp;lt;br /&amp;gt;&lt;br /&gt;
b. stake&amp;lt;br /&amp;gt;&lt;br /&gt;
c. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
d. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +2 Brute +2 (breastplate, axe) = &#039;&#039;&#039;+4&#039;&#039;&#039; total.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they&#039;re in Naltis, exploring an ancient vampire&#039;s Catacombs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
In addition to the basic rules of Life and Breath and so forth, here&#039;s a few specific ones about combat and magic and loads.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&#039;&#039;&#039;Multiple opponents:&#039;&#039;&#039; When fighting multiple opponents, roll once against each opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advantage / Disadvantage:&#039;&#039;&#039; When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Most spells are &#039;&#039;hard&#039;&#039; to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:&lt;br /&gt;
2-5: DS 8&lt;br /&gt;
6-9: DS 10&lt;br /&gt;
10-12: DS 12&lt;br /&gt;
Once per day, you may roll &#039;&#039;+Erudite&#039;&#039; against a spell&#039;s difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it&#039;s there it usually stays ...&lt;br /&gt;
You may record a spell that&#039;s in your head by rolling &#039;&#039;+Erudite&#039;&#039; against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, roll &#039;&#039;+Erudite&#039;&#039; against the DS of whatever you&#039;re casting at. Most physical stuff has DS 8, but tough opponents have more &#039;&#039;mana&#039;&#039; and use their DS instead. A spell must be cast at a target. If you&#039;re casting an Illusion, its target is the person or people whom you want to perceive it.&lt;br /&gt;
&lt;br /&gt;
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.&lt;br /&gt;
&lt;br /&gt;
=== Loads ===&lt;br /&gt;
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.&lt;br /&gt;
&lt;br /&gt;
You can carry &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
=== Sargolis === &lt;br /&gt;
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Antali ===&lt;br /&gt;
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Mackers&#039;&#039;&#039; are the criminal bosses of Antali, and Jhula&#039;s spice-addicted boss &amp;lt;del&amp;gt;is&amp;lt;/del&amp;gt; &amp;lt;insert&amp;gt;was&amp;lt;/insert&amp;gt; boss of bosses. He never woke up from a spice dream.&lt;br /&gt;
&lt;br /&gt;
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12&lt;br /&gt;
&lt;br /&gt;
Also,there&#039;s Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit&#039;s sharp as his blade. DS 10&lt;br /&gt;
&lt;br /&gt;
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It&#039;s said her face was disfigured by the spite of an alchemist she bedded - once. It&#039;s also said she&#039;s a poisoner, but there&#039;s no solid proof. DS 8. She and Jhula were the old boss&#039;s favorites. Rumor has it that Vinzay was the one who got the boss his spice.&lt;br /&gt;
&lt;br /&gt;
And several others, less important in the intrigues of Antali, much less dangerous in combat.&lt;br /&gt;
&lt;br /&gt;
=== Louras ===&lt;br /&gt;
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;&#039;southern city states&#039;&#039;&#039; ===&lt;br /&gt;
a few decades ago, fought a vicious war with the &#039;&#039;&#039;merchant cities of the northeast.&#039;&#039;&#039; The war ruined Sargolis.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Nalastis&#039;&#039;&#039; or &#039;&#039;&#039;Naltis&#039;&#039;&#039; === &lt;br /&gt;
is the southern free city nearest to Saray&#039;s demesne.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Harsh Lady Gang&#039;&#039;&#039; run rackets in Naltis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sanger&#039;&#039;&#039; guarded the princess Yuwia in a catacomb deep under Naltis.&lt;br /&gt;
&lt;br /&gt;
Saray&#039;s &#039;&#039;&#039;indebted demesne&#039;&#039;&#039; (House Rannier) is in the northern frontier of the southern city states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Kendos&#039;&#039;&#039; is the demesne of Saray&#039;s cousin Hania, a gullible younger woman under the thumb of her husband and Saray&#039;s former seneschal Albert.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Goon Deeps of Sargolis:Narm|Narm]]&#039;&#039;&#039; is the general region where all these places are found.&lt;br /&gt;
[[File:Narm_globe2.png]]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=424597</id>
		<title>Goon Deeps of Sargolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=424597"/>
		<updated>2022-07-12T14:29:14Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Saray: indebted lady knight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.&lt;br /&gt;
&lt;br /&gt;
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the &amp;quot;God Queen&amp;quot; Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray&#039;s indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula&#039;s boss of his addiction. Now we&#039;ve entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.&lt;br /&gt;
&lt;br /&gt;
== In the Vault at Loom Street ==&lt;br /&gt;
Jhula&#039;s Sack 2 (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche&amp;lt;br /&amp;gt;&lt;br /&gt;
d. Book #4. tattered green cloth cover, rebound. Enwiddle&#039;s Blossoming Cone&amp;lt;br /&amp;gt;&lt;br /&gt;
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar&amp;lt;br /&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
stakes&lt;br /&gt;
a silver dagger&lt;br /&gt;
a sharpened gravedigger&#039;s spade&lt;br /&gt;
box of matches&lt;br /&gt;
box of matches&lt;br /&gt;
earthenware jars&lt;br /&gt;
&lt;br /&gt;
== Current characters ==&lt;br /&gt;
=== Jhula: rogueish jack of all trades ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Throwing knives; 2. Vicious, jagged shortsword; &#039;&#039;&#039;droppable&#039;&#039;&#039; 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger&#039;s remains in a silver tureen, b. quicksilver, c. smokeweed)&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; fresh Breath. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +3. &#039;&#039;&#039;Throwing bonus:&#039;&#039;&#039; +3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Jhula has briefly reviewed &#039;&#039;&#039;numerous books of power&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
She&#039;s got in her mind&amp;lt;br /&amp;gt;&lt;br /&gt;
1. The Book of Bones and Flowers&amp;lt;br /&amp;gt;&lt;br /&gt;
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus&amp;lt;br /&amp;gt;&lt;br /&gt;
10. Silent Song of Choking Flowers.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson&#039;s Mutually Agreeable Cooperative (a brutally run thieves&#039; guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She&#039;s one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he&#039;s addicted to.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she&#039;s happy to be on the road and away from the pressures of her work.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Looking at Ricky&#039;s vacant bedroll, she felt guilt, something she hadn&#039;t felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer&#039;s townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer&#039;s good will, the group tracked down the original thieves and punished them.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Saray: indebted lady knight ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 10 of 10 Health, 9 Breath, 4 Brute, 1 Skulker.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger&#039;s spade ),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +4 with torch, +5 with shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She&#039;s the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.&lt;br /&gt;
&lt;br /&gt;
Now after plundering the Deeps under Jhula&#039;s leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.&lt;br /&gt;
&lt;br /&gt;
Entering the city of Naltis in search of more information, and ingredients for Jhula&#039;s potion to cure her master&#039;s addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group&#039;s treasure into Saray&#039;s family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless (&amp;quot;Master Sanger&amp;quot;), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.&lt;br /&gt;
&lt;br /&gt;
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Latho ===&lt;br /&gt;
&lt;br /&gt;
Hireling - stuff-bearer - carrying:&lt;br /&gt;
&lt;br /&gt;
1. Sack (books from Naltis #9-#12)&lt;br /&gt;
2. Pillowcase sack (Book from Naltis #6-#8)&lt;br /&gt;
3. Sack (Book from Naltis #1-#4)&lt;br /&gt;
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)&lt;br /&gt;
5. Sack (week&#039;s rations)&lt;br /&gt;
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It&#039;s another copy of  The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)&lt;br /&gt;
&lt;br /&gt;
=== Munson: down-at-heels adventurer ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), &#039;&#039;&#039;droppable&#039;&#039;&#039; . &#039;&#039;&#039;droppable&#039;&#039;&#039;, &#039;&#039;&#039;5. Tired&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
6. Sack (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. rope&amp;lt;br /&amp;gt;&lt;br /&gt;
b. stake&amp;lt;br /&amp;gt;&lt;br /&gt;
c. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
d. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +2 Brute +2 (breastplate, axe) = &#039;&#039;&#039;+4&#039;&#039;&#039; total.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they&#039;re in Naltis, exploring an ancient vampire&#039;s Catacombs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
In addition to the basic rules of Life and Breath and so forth, here&#039;s a few specific ones about combat and magic and loads.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&#039;&#039;&#039;Multiple opponents:&#039;&#039;&#039; When fighting multiple opponents, roll once against each opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advantage / Disadvantage:&#039;&#039;&#039; When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Most spells are &#039;&#039;hard&#039;&#039; to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:&lt;br /&gt;
2-5: DS 8&lt;br /&gt;
6-9: DS 10&lt;br /&gt;
10-12: DS 12&lt;br /&gt;
Once per day, you may roll &#039;&#039;+Erudite&#039;&#039; against a spell&#039;s difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it&#039;s there it usually stays ...&lt;br /&gt;
You may record a spell that&#039;s in your head by rolling &#039;&#039;+Erudite&#039;&#039; against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, roll &#039;&#039;+Erudite&#039;&#039; against the DS of whatever you&#039;re casting at. Most physical stuff has DS 8, but tough opponents have more &#039;&#039;mana&#039;&#039; and use their DS instead. A spell must be cast at a target. If you&#039;re casting an Illusion, its target is the person or people whom you want to perceive it.&lt;br /&gt;
&lt;br /&gt;
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.&lt;br /&gt;
&lt;br /&gt;
=== Loads ===&lt;br /&gt;
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.&lt;br /&gt;
&lt;br /&gt;
You can carry &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
=== Sargolis === &lt;br /&gt;
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Antali ===&lt;br /&gt;
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Mackers&#039;&#039;&#039; are the criminal bosses of Antali, and Jhula&#039;s spice-addicted boss &amp;lt;del&amp;gt;is&amp;lt;/del&amp;gt; &amp;lt;insert&amp;gt;was&amp;lt;/insert&amp;gt; boss of bosses. He never woke up from a spice dream.&lt;br /&gt;
&lt;br /&gt;
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12&lt;br /&gt;
&lt;br /&gt;
Also,there&#039;s Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit&#039;s sharp as his blade. DS 10&lt;br /&gt;
&lt;br /&gt;
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It&#039;s said her face was disfigured by the spite of an alchemist she bedded - once. It&#039;s also said she&#039;s a poisoner, but there&#039;s no solid proof. DS 8. She and Jhula were the old boss&#039;s favorites. Rumor has it that Vinzay was the one who got the boss his spice.&lt;br /&gt;
&lt;br /&gt;
And several others, less important in the intrigues of Antali, much less dangerous in combat.&lt;br /&gt;
&lt;br /&gt;
=== Louras ===&lt;br /&gt;
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;&#039;southern city states&#039;&#039;&#039; ===&lt;br /&gt;
a few decades ago, fought a vicious war with the &#039;&#039;&#039;merchant cities of the northeast.&#039;&#039;&#039; The war ruined Sargolis.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Nalastis&#039;&#039;&#039; or &#039;&#039;&#039;Naltis&#039;&#039;&#039; === &lt;br /&gt;
is the southern free city nearest to Saray&#039;s demesne.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Harsh Lady Gang&#039;&#039;&#039; run rackets in Naltis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sanger&#039;&#039;&#039; guarded the princess Yuwia in a catacomb deep under Naltis.&lt;br /&gt;
&lt;br /&gt;
Saray&#039;s &#039;&#039;&#039;indebted demesne&#039;&#039;&#039; (House Rannier) is in the northern frontier of the southern city states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Kendos&#039;&#039;&#039; is the demesne of Saray&#039;s cousin Hania, a gullible younger woman under the thumb of her husband and Saray&#039;s former seneschal Albert.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Goon Deeps of Sargolis:Narm|Narm]]&#039;&#039;&#039; is the general region where all these places are found.&lt;br /&gt;
[[File:Narm_globe2.png]]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423628</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423628"/>
		<updated>2022-06-16T15:11:56Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Special features  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheBoringHack-itch-banner.png|700px]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, before rolling damage, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that could negate the opponent’s next attack and also grant the Warrior advantage on their own next attack against that opponent. The stunt will be effective, and the Warrior will deal no damage, &#039;&#039;if&#039;&#039; the Warrior’s highest Damage Die shows a larger number than the opponent’s highest Hit Die.&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to &amp;amp;quot;stunt&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423523</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423523"/>
		<updated>2022-06-13T18:27:18Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheBoringHack-itch-banner.png|700px]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, before rolling damage, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that could negate the opponent&#039;s next attack and also grant the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted). The stunt will be effective &#039;&#039;if&#039;&#039; the Warrior&#039;s highest Damage Die shows a larger number than the opponent&#039;s highest Hit Die. If the stunt is not effective, the Warrior deals no harm.&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to &amp;amp;quot;stunt&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423522</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423522"/>
		<updated>2022-06-13T18:26:14Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheBoringHack-itch-banner.png|700px]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[File:https://docs.google.com/drawings/d/e/2PACX-1vT7H5UJ9gM1mpYs2_iR-55wrVvuvg7S80RMmkvNCFLaeRLWMo6UjBdjijoakpTP4nMxbolsduFL1KwG/pub?w=700]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, before rolling damage, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that could negate the opponent&#039;s next attack and also grant the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted). The stunt will be effective &#039;&#039;if&#039;&#039; the Warrior&#039;s highest Damage Die shows a larger number than the opponent&#039;s highest Hit Die. If the stunt is not effective, the Warrior deals no harm.&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to &amp;amp;quot;stunt&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423521</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423521"/>
		<updated>2022-06-13T17:58:04Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Special features  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheBoringHack-itch-banner.png|700px]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that could negate the opponent&#039;s next attack and also grant the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted). The stunt will be effective if the Warrior&#039;s highest Damage Die shows a larger number than the opponent&#039;s highest Hit Die.&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423520</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423520"/>
		<updated>2022-06-13T17:28:17Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheBoringHack-itch-banner.png|700px]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that will negate the opponent&#039;s next attack and also grants the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted).&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423519</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423519"/>
		<updated>2022-06-13T17:25:19Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheBoringHack-itch-banner.png]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that will negate the opponent&#039;s next attack and also grants the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted).&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:TheBoringHack-itch-banner.png&amp;diff=423518</id>
		<title>File:TheBoringHack-itch-banner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:TheBoringHack-itch-banner.png&amp;diff=423518"/>
		<updated>2022-06-13T17:24:17Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423517</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423517"/>
		<updated>2022-06-13T17:22:12Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Warrior  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that will negate the opponent&#039;s next attack and also grants the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted).&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423516</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423516"/>
		<updated>2022-06-13T17:19:05Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Warrior  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
[[File:Boring Thomas Tankhard (Level 3).png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that will negate the opponent&#039;s next attack and also grants the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted).&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423515</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423515"/>
		<updated>2022-06-13T17:18:03Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Creature reactions  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that will negate the opponent&#039;s next attack and also grants the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted).&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack-1.4.1&amp;diff=423514</id>
		<title>The-Boring-Hack-1.4.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack-1.4.1&amp;diff=423514"/>
		<updated>2022-06-13T17:05:19Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: Tibbius moved page The-Boring-Hack-1.4.1 to The-Boring-Hack: don&amp;#039;t want to keep changing rev #s as I update this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The-Boring-Hack]]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423513</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423513"/>
		<updated>2022-06-13T17:05:19Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: Tibbius moved page The-Boring-Hack-1.4.1 to The-Boring-Hack: don&amp;#039;t want to keep changing rev #s as I update this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[File:https://docs.google.com/drawings/d/e/2PACX-1vT7H5UJ9gM1mpYs2_iR-55wrVvuvg7S80RMmkvNCFLaeRLWMo6UjBdjijoakpTP4nMxbolsduFL1KwG/pub?w=700]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that will negate the opponent&#039;s next attack and also grants the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted).&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423512</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423512"/>
		<updated>2022-06-13T17:04:53Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
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&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
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== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, Fritz Lieber, R.E. Howard, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[File:https://docs.google.com/drawings/d/e/2PACX-1vT7H5UJ9gM1mpYs2_iR-55wrVvuvg7S80RMmkvNCFLaeRLWMo6UjBdjijoakpTP4nMxbolsduFL1KwG/pub?w=700]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
As part of their action, a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to describe and perform a &#039;&#039;&#039;stunt&#039;&#039;&#039;, consistent with the fiction, that will negate the opponent&#039;s next attack and also grants the Warrior advantage on their own next attack (against any opponent, not just the one who got stunted).&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If an undead creature&#039;s highest Hit Die is less than the character&#039;s highest HEAD Die, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423505</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423505"/>
		<updated>2022-06-13T15:43:59Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Creature reactions  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of R.E. Howard, H.Rider Haggard, A.Conan Doyle, Fritz Lieber, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[File:Boring Thomas Tankhard (Level 3).png]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to go &amp;amp;quot;all out&amp;amp;quot; before rolling damage. They then compare their highest &#039;&#039;&#039;Hit Die&#039;&#039;&#039; to the target&#039;s highest Hit Die. The combatant with the lower die then becomes &#039;&#039;&#039;Out of Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As part of their action a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If any of an undead creature&#039;s Hit Dice are wounded/spent by the attack, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Boring_Thomas_Tankhard_(Level_3).png&amp;diff=423504</id>
		<title>File:Boring Thomas Tankhard (Level 3).png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Boring_Thomas_Tankhard_(Level_3).png&amp;diff=423504"/>
		<updated>2022-06-13T15:43:11Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423502</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423502"/>
		<updated>2022-06-13T15:38:35Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* So: why? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of R.E. Howard, H.Rider Haggard, A.Conan Doyle, Fritz Lieber, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[File:https://docs.google.com/drawings/d/e/2PACX-1vT7H5UJ9gM1mpYs2_iR-55wrVvuvg7S80RMmkvNCFLaeRLWMo6UjBdjijoakpTP4nMxbolsduFL1KwG/pub?w=700]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to go &amp;amp;quot;all out&amp;amp;quot; before rolling damage. They then compare their highest &#039;&#039;&#039;Hit Die&#039;&#039;&#039; to the target&#039;s highest Hit Die. The combatant with the lower die then becomes &#039;&#039;&#039;Out of Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As part of their action a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If any of an undead creature&#039;s Hit Dice are wounded/spent by the attack, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423466</id>
		<title>The-Boring-Hack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The-Boring-Hack&amp;diff=423466"/>
		<updated>2022-06-13T13:58:26Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: v 1.4.1 of The Boring Hack of The Black Hack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== What is this? Why?[[#whats-this| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack (TBH) is a traditional tabletop roleplaying game, played with paper, pencils and dice - it uses that Original 1970s Fantasy Roleplaying Game as a base. But it adds and takes away elements to make it a distinct streamlined flavour of the original roleplaying game.&lt;br /&gt;
&lt;br /&gt;
=== So: why? ===&lt;br /&gt;
&lt;br /&gt;
The design intent is to evoke the novels of H.Rider Haggard, A.Conan Doyle, and Talbot Mundy: low or no magic, adventurous action, without the bits of high fantasy that I feel detract and distract from the drama of characters taking real risks.&lt;br /&gt;
&lt;br /&gt;
=== And: what&#039;s different about &#039;&#039;this&#039;&#039; exactly? ===&lt;br /&gt;
&lt;br /&gt;
* magic is OPTIONAL (liking the drama of adventure without instahealing or easy kills)&lt;br /&gt;
* if you do magic, anyone can use it, and there are no spell slots (don&#039;t liking special spellcasting classes or slots-by-level)&lt;br /&gt;
* Hit Dice are MENTAL (HEAD dice) and PHYSICAL (BODY dice) to represent effectiveness and resistance (liking Warriors who are sturdy and dangerous, but not so bright or sociable; Experts who are less sturdy but more charismatic and clever)&lt;br /&gt;
* Armor can block damage, but it can get broken (liking frangible protection)&lt;br /&gt;
* retaining d20 to-hit and to-avoid saves from Black Hack (because liking dodecahedra rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= The Boring Hack[[#the-black-hack| ]] =&lt;br /&gt;
&lt;br /&gt;
(This is The Boring Hack of The Black Hack v1.2 - 2016-04-03)&lt;br /&gt;
&lt;br /&gt;
An ‘OSR’ First Edition Hack&amp;lt;br /&amp;gt;&lt;br /&gt;
developed by&amp;lt;br /&amp;gt;&lt;br /&gt;
Tibbius from work by DAVID BLACK&lt;br /&gt;
&lt;br /&gt;
-.-&lt;br /&gt;
&lt;br /&gt;
With elements borrowed from ‘original’ era rpg gaming and modern d20 theory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THANKS TO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In no particular order - Nate Treme, Jason Tocci, David Black, Peter Regan, Tony Tucker, Olav Nygård, Chris McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty, All the work the Grognards have put into the game, UK OSR Hangouts crew, Everyone who backed the Kickstarter (you&#039;re all ace!) plus all those other people who had a hand in developing the hobby we get so much mileage from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== The core mechanic[[#the-core-mechanic| ]] ==&lt;br /&gt;
&lt;br /&gt;
Everything a character might possibly attempt that could result in failure is resolved by testing attribute stats, in order to successfully test a stat - a player must roll &#039;&#039;&#039;&#039;&#039;below&#039;&#039;&#039;&#039;&#039; it on a d20.&lt;br /&gt;
&lt;br /&gt;
Monsters don’t make tests - a character must avoid their attacks by making a test, the only time a monster would roll is for damage.&lt;br /&gt;
&lt;br /&gt;
== Rolling stats[[#rolling-stats| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are generated with 3d6 in the following order &#039;&#039;&#039;Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA)&#039;&#039;&#039;. Once all stats are generated 2 may be swapped around.&lt;br /&gt;
&lt;br /&gt;
== Choose a class[[#choose-a-class| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 choices: Warrior or Expert. Your class determines your Hit Dice and unique abilities.&lt;br /&gt;
&lt;br /&gt;
When you make a melee or missile attack, you roll your unwounded BODY Dice to learn how much damage you inflict. When you suffer damage, you roll your unwounded BODY Dice to see whether you withstand the damage. When you make a social or intellectual effort, you roll your unspent HEAD Dice to see how much you accomplish. When you suffer embarrassment or frustration, you roll your unspent HEAD Dice to find out whether you persevere.&lt;br /&gt;
&lt;br /&gt;
You start with two &#039;&#039;&#039;Hit Dice&#039;&#039;&#039;: one HEAD Die and one BODY Die. You gain one Hit Die per level.&lt;br /&gt;
&lt;br /&gt;
== Buy equipment[[#buy-equipment| ]] ==&lt;br /&gt;
&lt;br /&gt;
Every new character starts with 3d6 x 10 coins with which to buy their equipment. They also start with a set of clothes and a one handed weapon as allowed by their class.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! ITEM&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| COST&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| USAGE DIE&lt;br /&gt;
|-&lt;br /&gt;
| Gambeson&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 110&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Chain Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 190&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Plate &amp;amp;amp; Mail&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 300&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| Shield Small/Large&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50/100&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4/d6&lt;br /&gt;
|-&lt;br /&gt;
| Backpack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flask of oil&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Work Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Symbol&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Holy Water&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| Iron Spikes&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Lantern&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Handheld mirror&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Preserved Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| Fresh Rations&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d4&lt;br /&gt;
|-&lt;br /&gt;
| 50&#039; Rope&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Small Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Large Sack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Thieves Tools&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Flint &amp;amp;amp; Steel&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Torches (6)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wineskin&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d6&lt;br /&gt;
|-&lt;br /&gt;
| Wine&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Assorted Common Herbs&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d8&lt;br /&gt;
|-&lt;br /&gt;
| 10&#039; Pole&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| Quiver of Arrows / Bolts&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| d10&lt;br /&gt;
|-&lt;br /&gt;
| 1-Handed Weapon (incl. sling)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
| 2-Handed Weapon (incl. bow)&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 50&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTES ::&#039;&#039;&#039; Backpack lets you carry +2 extra items. Holy symbol gives +2 to WIS when banishing. Each Torch has a Usage Die.&lt;br /&gt;
&lt;br /&gt;
== Usage die[[#usage-die| ]] ==&lt;br /&gt;
&lt;br /&gt;
Any item listed in the equipment section that has a &#039;&#039;&#039;Usage Die&#039;&#039;&#039; is considered a consumable, limited item. When that item is used, the next &#039;&#039;&#039;Moment&#039;&#039;&#039; (turn) its &#039;&#039;&#039;Usage die&#039;&#039;&#039; is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower die in the following chain:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;d20 &amp;amp;gt; d12 &amp;amp;gt; d10 &amp;amp;gt; d8 &amp;amp;gt; d6 &amp;amp;gt; d4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you roll a 1-2 on a d4 the item is expended and the character has no more of it left.&lt;br /&gt;
&lt;br /&gt;
== Armor[[#armor-points| ]] ==&lt;br /&gt;
&lt;br /&gt;
Armor provides protection by soaking up incoming damage. Each type has a Usage Die, and will cancel Damage Dice that are less than a roll of its Usage Die. Rolling 1-2 on its Usage Die reduces the die size as usual. Armor (damaged or otherwise) can be upgraded to the next higher Usage Die by spending coins equal to 10 times a roll of its current Usage Die plus a roll of the next higher Usage Die.&lt;br /&gt;
&lt;br /&gt;
Humanoid opponents may have armor, which characters could seize. They also can carry shields.&lt;br /&gt;
&lt;br /&gt;
== Armor proficiency[[#armor-proficiency| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a character wears armor that is not listed in their class, they roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; to &#039;&#039;&#039;Attack&#039;&#039;&#039; or &#039;&#039;&#039;Avoid Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Converting saves[[#converting-saves| ]] ==&lt;br /&gt;
&lt;br /&gt;
The Boring Hack ignores saves and instead asks the player to roll attribute tests when any obstacle or event could cause them harm or disgrace - using the below as a guide.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| STR&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;cannot&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| DEX&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Physical Harm that &#039;&#039;can&#039;&#039; be dodged.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CON&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Poison, Disease or Death.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| INT&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Resisting Spells and Magic.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| WIS&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Deception and Illusions.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| CHA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Charming effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Players turn[[#players-turn| ]] ==&lt;br /&gt;
&lt;br /&gt;
During a player’s turn a character may move and perform an action. They could attack, look for a clue, talk with an NPC, cast a spell - interacting with the world is an action. Often they will test their attributes to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
== Time &amp;amp;amp; turns[[#time-turns| ]] ==&lt;br /&gt;
&lt;br /&gt;
There are 2 important types of tracked time - &#039;&#039;&#039;Ounces&#039;&#039;&#039; (&#039;&#039;rounds&#039;&#039;) and &#039;&#039;&#039;Moments&#039;&#039;&#039; (&#039;&#039;turns&#039;&#039;). According to Wikipedia, a Moment is one 40th of a solar hour; an Ounce is one 12th of a Moment (about 8 seconds). &#039;&#039;&#039;Ounces&#039;&#039;&#039; are used during combat and fast paced scenes of danger and &#039;&#039;&#039;Moments&#039;&#039;&#039; are used when exploring and adventuring. You can stroll the length of a football pitch in a Moment. A GM may advance the clock as they need substituting &#039;&#039;&#039;Moments&#039;&#039;&#039; for &#039;&#039;&#039;Hours&#039;&#039;&#039;, &#039;&#039;&#039;Days&#039;&#039;&#039; or even &#039;&#039;&#039;Months&#039;&#039;&#039; should the adventure require it.&lt;br /&gt;
&lt;br /&gt;
== Movement &amp;amp;amp; distance[[#movement-distance| ]] ==&lt;br /&gt;
&lt;br /&gt;
Rather than track precise numbers, TBH uses 4 abstract ranges for measuring distances. &#039;&#039;&#039;Close&#039;&#039;&#039;, &#039;&#039;&#039;Nearby&#039;&#039;&#039;, &#039;&#039;&#039;Distant&#039;&#039;&#039;, and &#039;&#039;&#039;Far-Away&#039;&#039;&#039;. On their turn every character can move somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039; as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere &#039;&#039;&#039;Distant&#039;&#039;&#039; instead. Anything beyond &#039;&#039;&#039;Distant&#039;&#039;&#039; can be classified as &#039;&#039;&#039;Far-Away&#039;&#039;&#039; and would take 3 moves to get to.&lt;br /&gt;
&lt;br /&gt;
This system is designed to support the narrative ‘theatre of the mind’ style of play, and is less concerned about tracking squares and fiddly distances. For converting existing movement rates or measures (for spells or areas of effect) use the following as a guide :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| CLOSE&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| NEARBY&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| DISTANT&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0 - 5ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 - 60ft&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 60 - 120ft&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Initiative[[#initiative| ]] ==&lt;br /&gt;
&lt;br /&gt;
When combat breaks out, everyone must be sorted into an order so they each get to act and react in turn. Every character tests their &#039;&#039;&#039;DEX&#039;&#039;&#039;, those that succeed, take their turn before their opponents, they must then act as a group - deciding their own order for actions. Those that fail their &#039;&#039;&#039;DEX&#039;&#039;&#039; tests, go after their opponents. A 20 indicates no action this Ounce. A 1 indicates the character acts before &#039;&#039;and after&#039;&#039; the opponents. &#039;&#039;Repeat initiative each round.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Monster HD[[#monster-hd| ]] ==&lt;br /&gt;
&lt;br /&gt;
A monster&#039;s &#039;&#039;&#039;HD&#039;&#039;&#039; represent its level, how much damage it deals, and how much damage it can take. All monster HD are d8.&lt;br /&gt;
&lt;br /&gt;
== Attacking, defending &amp;amp;amp; damage[[#attacking-defending-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Roll an attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character attacks a creature, they hit it if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; stat for a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; for a &#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;On the other hand, when a creature attacks, the character avoids being hit if they roll below their &#039;&#039;&#039;STR&#039;&#039;&#039; against a Melee Attack or &#039;&#039;&#039;DEX&#039;&#039;&#039; against a Ranged Attack to avoid taking damage. A GM will often give the stat required for the test.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To make a &#039;&#039;&#039;Melee Attack&#039;&#039;&#039; an opponent must be &#039;&#039;&#039;Close&#039;&#039;&#039;. &#039;&#039;&#039;Ranged Attacks&#039;&#039;&#039; can be made against opponents who are not &#039;&#039;&#039;Far Away&#039;&#039;&#039;, but the attacker suffers a &#039;&#039;&#039;disadvantage&#039;&#039;&#039; when attacking &#039;&#039;&#039;Close&#039;&#039;&#039; or &#039;&#039;&#039;Distant&#039;&#039;&#039; opponents.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;When a character or monster hits a target, they roll all of their unwounded &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; as &#039;&#039;&#039;Damage Dice&#039;&#039;&#039;.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;The target then rolls the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; for any &#039;&#039;&#039;Armor&#039;&#039;&#039; that they have. Ignore Damage Dice that show less than the Armor Die.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;For each one of the attacker&#039;s Hit Dice that equals or beats the target&#039;s &#039;&#039;&#039;Armor Die&#039;&#039;&#039;, wound one of the target&#039;s Hit Dice that shows a smaller number.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Example of Play ===&lt;br /&gt;
&lt;br /&gt;
Level 3 Expert (3d6 BODY) attacks 2 HD Warrior (2d8 BODY) with a club. Warrior is wearing leather armor (d6) and has a small shield (d4).&lt;br /&gt;
&lt;br /&gt;
Assume that Expert makes the STR save for the club attack, and that it is not a sneak attack. Expert then rolls BODY Dice (4,5,3) for damage. Warrior rolls armor usage die (3), shield usage die (4), and BODY Dice (3,4). Expert&#039;s TWO dice (5,4) that are equal or greater than the armor dice wound TWO of the Warrior&#039;s BODY Dice (3 is less than 4, 4 is less than 5). The Warrior is &#039;&#039;&#039;OofA&#039;&#039;&#039; (&#039;&#039;see below&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp;amp; dying[[#death-dying| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character is reduced to zero &#039;&#039;&#039;BODY Dice&#039;&#039;&#039; they are taken &#039;&#039;&#039;Out of Action (OofA)&#039;&#039;&#039;, they are unconscious and cannot make any actions. When the fight is over/are out of danger, a character that is taken &#039;&#039;&#039;OofA&#039;&#039;&#039; can roll on the table (&#039;&#039;following page&#039;&#039;) to see what happens to them. &#039;&#039;&#039;If they survive they gain back 1 BODY Die&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the characters are unable to recover the body of an OofA character, they are lost forever!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two handed weapons[[#two-handed-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
Larger, more deadly weapons are handled simply by adding +1d4 to Attack and Avoid tests, and rolling the next bigger BODY Dice for their damage. They deal additional damage, but are also harder to hit with.&lt;br /&gt;
&lt;br /&gt;
== Critical damage[[#critical-damage| ]] ==&lt;br /&gt;
&lt;br /&gt;
If a player making an attack rolls a 1, they ignore Armor. If they roll a 20 when avoiding an attack, they ignore Armor.&lt;br /&gt;
&lt;br /&gt;
== Healing[[#healing| ]] ==&lt;br /&gt;
&lt;br /&gt;
Characters can restore all wounded BODY Dice, and all spent HEAD Dice, after a meal and a good sleep. They can never gain more than their maximum Hit Dice - and can never go below zero either. When healing a character who is &#039;&#039;&#039;OofA&#039;&#039;&#039;, just start at zero and count up. That character is now back on their feet and no longer &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!align=&amp;quot;center&amp;quot;| OUT&lt;br /&gt;
! OF ACTION&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1&lt;br /&gt;
| &#039;&#039;&#039;KO’d&#039;&#039;&#039; - Just knocked out.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2&lt;br /&gt;
| &#039;&#039;&#039;Fat Head&#039;&#039;&#039; - Disadvantage on all tests for the next hour.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3&lt;br /&gt;
| &#039;&#039;&#039;Cracked Bones&#039;&#039;&#039; - STR, DEX and CON are temp. -2&amp;lt;br /&amp;gt;&lt;br /&gt;
for the next day.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039; - STR or DEX is permanently reduced by 2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5&lt;br /&gt;
| &#039;&#039;&#039;Disfigured&#039;&#039;&#039; - CHA reduced to 4.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6&lt;br /&gt;
| &#039;&#039;&#039;Dead&#039;&#039;&#039; - Not alive anymore.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advantage &amp;amp;amp; disadvantage[[#advantage-disadvantage| ]] ==&lt;br /&gt;
&lt;br /&gt;
A GM may decide that a particular course of action or task has a higher or lower chance of success. They will ask a player to roll an additional d20 when making a test - with &#039;&#039;&#039;advantage&#039;&#039;&#039; the lower result is used and with &#039;&#039;&#039;disadvantage&#039;&#039;&#039;, the higher.&lt;br /&gt;
&lt;br /&gt;
== Experience[[#experience| ]] ==&lt;br /&gt;
&lt;br /&gt;
Adventurers learn through defeating and overcoming obstacles. Killing one boring Kobold won’t bring a revelation of learning to someone. Surviving a dungeon, completing a quest or simply living to tell the tale are the things that bring perspective and growth. The old experience system has been completely discarded.&lt;br /&gt;
&lt;br /&gt;
For every session / dungeon level / quest / major event the character survives they gain a level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The GM will decide which, and it’s recommended that this decision remains more or less a constant throughout the campaign - and a GM should be clear and upfront with the players so they know where the ‘goalposts’ are.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gaining levels[[#gaining-levels| ]] ==&lt;br /&gt;
&lt;br /&gt;
When a character levels up, they gain another of their &#039;&#039;&#039;Body Dice&#039;&#039;&#039; or &#039;&#039;&#039;Head Dice&#039;&#039;&#039;. Also a player should roll a d20 for each &#039;&#039;&#039;Stat&#039;&#039;&#039;, if the result is higher - that &#039;&#039;&#039;Stat&#039;&#039;&#039; increases by 1.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance[[#encumbrance| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can carry a number of items equal to their &#039;&#039;&#039;STR&#039;&#039;&#039; with no issues. Carrying over this amount means they are encumbered and all attribute tests are taken with &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; - you can also only ever move to somewhere &#039;&#039;&#039;Nearby&#039;&#039;&#039;. They simply cannot carry more than double their &#039;&#039;&#039;STR&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Class weapons[[#class-weapons| ]] ==&lt;br /&gt;
&lt;br /&gt;
When using a weapon not listed in their class, combat tests have Disadvantage.&lt;br /&gt;
&lt;br /&gt;
== Random encounters[[#random-encounters| ]] ==&lt;br /&gt;
&lt;br /&gt;
The GM should roll a d4 every 15 Moments of real world play (you &#039;&#039;are&#039;&#039; paying attention, right?) A result of 1-2 means the players will encounter a randomly generated creature or distraction in the following &#039;&#039;&#039;Moments&#039;&#039;&#039; (turn).&lt;br /&gt;
&lt;br /&gt;
== Creature reactions[[#creature-reactions| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a &#039;&#039;&#039;Reaction roll&#039;&#039;&#039; on the following table :&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Roll&lt;br /&gt;
! Reaction&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flee then roll again.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Avoid the PCs entirely.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Trade with PCs.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Give the PCs aid.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Mistake the PCs for friends.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Trick the PCs (roll again)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Call for Reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Capture/Kill/Eat the PCs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
[[File:https://docs.google.com/drawings/d/e/2PACX-1vT7H5UJ9gM1mpYs2_iR-55wrVvuvg7S80RMmkvNCFLaeRLWMo6UjBdjijoakpTP4nMxbolsduFL1KwG/pub?w=700]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Warrior[[#warrior| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; Any and All&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features| ]] ===&lt;br /&gt;
&lt;br /&gt;
In any successful melee attack, a Warrior can choose to go &amp;amp;quot;all out&amp;amp;quot; before rolling damage. They then compare their highest &#039;&#039;&#039;Hit Die&#039;&#039;&#039; to the target&#039;s highest Hit Die. The combatant with the lower die then becomes &#039;&#039;&#039;Out of Action&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As part of their action a Warrior can make 1 attack per level.&lt;br /&gt;
&lt;br /&gt;
If a Warrior fails a &#039;&#039;&#039;STR&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; test and would be dealt damage from an attack, they can opt to sunder (destroy) their shield - if they have one equipped - and ignore the damage.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;STR&#039;&#039;&#039; &#039;&#039;and&#039;&#039; &#039;&#039;&#039;DEX&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Expert[[#Expert| ]] ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BODY Die :&#039;&#039;&#039; d6&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HEAD Die :&#039;&#039;&#039; d8&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp;amp; Armor :&#039;&#039;&#039; All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special features[[#special-features_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll with Advantage when testing &#039;&#039;&#039;DEX&#039;&#039;&#039; to avoid damage or effects from traps and magical devices.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when attacking from behind and deals double the Hit Dice of damage.&lt;br /&gt;
&lt;br /&gt;
Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently, understanding written languages and opening locks.&lt;br /&gt;
&lt;br /&gt;
Can try to build stuff with a successful &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;DEX&#039;&#039;&#039; save, adequate time and materials. Roll HEAD Dice - the highest die determines the Usage Die of whatever is built.&lt;br /&gt;
&lt;br /&gt;
=== Leveling up[[#leveling-up_1| ]] ===&lt;br /&gt;
&lt;br /&gt;
Roll to see if attributes increase, roll twice for &#039;&#039;&#039;DEX&#039;&#039;&#039; &#039;&#039;or&#039;&#039; &#039;&#039;&#039;WIS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Optional rules =&lt;br /&gt;
&lt;br /&gt;
== Firearms[[#firearms| ]] ==&lt;br /&gt;
&lt;br /&gt;
Some players would like to engage with firearms. These special ranged weapons are effective from Nearby to Far-Away (for longarms) or from Close to Distant (for handguns). For handguns, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Close or Distant range; for longarms, roll with &#039;&#039;&#039;disadvantage&#039;&#039;&#039; at Far-Away targets. For damage, roll the shooter&#039;s &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against the target&#039;s &#039;&#039;&#039;BODY Dice&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Mounted combat[[#mounted-combat| ]] ==&lt;br /&gt;
&lt;br /&gt;
For some players, it may be evident that fighting from a mount against dismounted opponents grants &#039;&#039;&#039;advantage&#039;&#039;&#039;, or that fighting from the ground against a mounted opponent grants &#039;&#039;&#039;&#039;&#039;dis&#039;&#039;advantage&#039;&#039;&#039;. For other players, we have this paragraph.&lt;br /&gt;
&lt;br /&gt;
== Social conflict mechanism[[#social-conflict| ]] ==&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and &#039;&#039;&#039;CHA&#039;&#039;&#039; tests to &amp;amp;quot;attack,&amp;amp;quot; with &#039;&#039;&#039;WIS&#039;&#039;&#039; tests to &amp;amp;quot;defend,&amp;amp;quot; players can mechanize the game of social conflict. In this case, it is the &#039;&#039;&#039;Expert&#039;&#039;&#039; who has the option to go &amp;amp;quot;all in&amp;amp;quot; on a social gambit.&lt;br /&gt;
&lt;br /&gt;
== Banishing undead[[#banishing-undead| ]] ==&lt;br /&gt;
&lt;br /&gt;
A character can attempt to banish all Nearby or Distant undead as an action. Each time they attempt this, they must successfully test their &#039;&#039;&#039;WIS&#039;&#039;&#039; and then roll their unspent HEAD Dice against the Hit Dice of all the undead, as if making a physical attack. If any of an undead creature&#039;s Hit Dice are wounded/spent by the attack, it is &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Undead monsters that are &#039;&#039;&#039;Banished&#039;&#039;&#039; must move and remain Far-Away for 2d4 &#039;&#039;&#039;Moments&#039;&#039;&#039; after being &#039;&#039;&#039;Banished&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic items[[#magic-items| ]] ==&lt;br /&gt;
&lt;br /&gt;
Magic weapons typically add +1 to any attribute being tested whilst using the weapon and +1 to each damage dice rolled. More powerful weapons (+2/3) can be found if the GM includes them.&lt;br /&gt;
&lt;br /&gt;
Magic Armor has &#039;&#039;&#039;advantage&#039;&#039;&#039; on rolls of its &#039;&#039;&#039;Usage Die&#039;&#039;&#039;, but otherwise works per the normal &#039;&#039;&#039;Armor&#039;&#039;&#039; rules.&lt;br /&gt;
&lt;br /&gt;
Traditional OSR games deal with magic items by adding +1 or +2 to attack rolls and AC. If the GM intends to give out stronger magic armor (+2/3) to high level players, carefully consider making the &#039;&#039;&#039;Usage Die&#039;&#039;&#039; one size bigger.&lt;br /&gt;
&lt;br /&gt;
== Spellcasting[[#spellcasting| ]] ==&lt;br /&gt;
&lt;br /&gt;
If magic is in the game, any character has the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
They can cast any spell they know by reading from a book, or can memorise a number of spells equal to their &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; and can cast the memorised spells without a book. When a memorised spell is cast it is not forgotten.&lt;br /&gt;
&lt;br /&gt;
Once a spell is cast the character must test their &#039;&#039;&#039;WIS/INT&#039;&#039;&#039; - adding the spell&#039;s level to the roll. If they fail, then they spend a number of HEAD Dice corresponding to the spell level. If they don&#039;t have that many unspent HEAD Dice, then they wound enough BODY Dice to make up the difference. Casting a spell can take you &#039;&#039;&#039;OofA&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If a character uses a spell that calls for its target to make a save, then in addition to telling whether HEAD Dice were spent, the character&#039;s test of their own &#039;&#039;&#039;INT&#039;&#039;&#039; or &#039;&#039;&#039;WIS&#039;&#039;&#039; also shows whether their magic was powerful enough to overcome the target&#039;s defences.&lt;br /&gt;
&lt;br /&gt;
== Spell list[[#spell-list| ]] ==&lt;br /&gt;
&lt;br /&gt;
=== Level 1 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cure Light Wounds :&#039;&#039;&#039; Heal 1 Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Detect Evil :&#039;&#039;&#039; Everything Nearby that is evil glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Illusory Torch :&#039;&#039;&#039; Create a phantom torch that can be held in the hand or put down. It has a d6 &#039;&#039;&#039;Usage Die&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Advantage on all harmful tests from an Evil source - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Purify Food and Drink :&#039;&#039;&#039; Removes all diseases from all Nearby food and drink.&lt;br /&gt;
* &#039;&#039;&#039;Charm :&#039;&#039;&#039; A Nearby target obeys commands. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Detect Magic :&#039;&#039;&#039; Everything Nearby that is magic glows - 5mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Missile :&#039;&#039;&#039; Roll the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against a Close, Nearby, or Distant target.&lt;br /&gt;
* &#039;&#039;&#039;Shield :&#039;&#039;&#039; Gain an invisible and featherweight Large Shield. Armor proficiency rules apply.&lt;br /&gt;
* &#039;&#039;&#039;Sleep :&#039;&#039;&#039; Puts 4d6 Hit Dice of beings to sleep - 8hrs.&lt;br /&gt;
&lt;br /&gt;
=== Level 2 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Darkness :&#039;&#039;&#039; Creates darkness covering a Nearby area that blocks all types of vision - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Invisibility :&#039;&#039;&#039; A nearby creature is made invisible until it attacks or dispelled.&lt;br /&gt;
* &#039;&#039;&#039;Knock :&#039;&#039;&#039; A Nearby door or lock is opened.&lt;br /&gt;
* &#039;&#039;&#039;Levitate :&#039;&#039;&#039; The caster floats up to 6 feet from the ground - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Web :&#039;&#039;&#039; Traps a Nearby area, stopping movement. Test &#039;&#039;&#039;WIS&#039;&#039;&#039;/hr to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Bless :&#039;&#039;&#039; Nearby allies gain +1 to stats when making attacks and saves - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Traps :&#039;&#039;&#039; Notice all nearby traps - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Hold Person :&#039;&#039;&#039; Paralyse 1d4 Nearby targets. Test &#039;&#039;&#039;WIS&#039;&#039;&#039; each turn to see if the effect lasts.&lt;br /&gt;
* &#039;&#039;&#039;Silence :&#039;&#039;&#039; Magical silence covering everything Nearby to a target - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Animals :&#039;&#039;&#039; Can understand and talk with animals - 1hr.&lt;br /&gt;
&lt;br /&gt;
=== Level 3 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daylight :&#039;&#039;&#039; A nearby area is illuminated by sunlight - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Cure Disease :&#039;&#039;&#039; Cures a Nearby target of all diseases.&lt;br /&gt;
* &#039;&#039;&#039;Locate Object :&#039;&#039;&#039; Sense direction of a known object - 1 Moment/level.&lt;br /&gt;
* &#039;&#039;&#039;Prayer :&#039;&#039;&#039; All Nearby allies make &#039;&#039;or&#039;&#039; defend against attacks with Advantage - 1d4 Ounces.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Dead :&#039;&#039;&#039; Ask a Nearby corpse 3 questions.&lt;br /&gt;
* &#039;&#039;&#039;Darkvision :&#039;&#039;&#039; See in absolute darkness - 10min/level.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic :&#039;&#039;&#039; Removes a Nearby Arcane spell.&lt;br /&gt;
* &#039;&#039;&#039;Fireblast :&#039;&#039;&#039; Roll all the caster&#039;s unspent &#039;&#039;&#039;HEAD Dice&#039;&#039;&#039; against all Close and Nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Read Language/Magic :&#039;&#039;&#039; Read all languages and magic - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Magic Mouth :&#039;&#039;&#039; Creates an illusory mouth that repeats a phrase to all Nearby creatures.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion :&#039;&#039;&#039; 2d6 Nearby targets immediately make a Reaction roll.&lt;br /&gt;
* &#039;&#039;&#039;Dimension Door :&#039;&#039;&#039; Teleport a target to a Distant Location.&lt;br /&gt;
* &#039;&#039;&#039;Polymorph Self/Other :&#039;&#039;&#039; Transform a creature to have the appearance of another.&lt;br /&gt;
* &#039;&#039;&#039;Remove Curse :&#039;&#039;&#039; Removes a curse from a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire/Ice :&#039;&#039;&#039; Wall covers a Nearby area, &#039;&#039;&#039;WIS&#039;&#039;&#039; to attack Close targets (3d6) - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone/Iron :&#039;&#039;&#039; A wall covers a Nearby area - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Create Food/Water :&#039;&#039;&#039; Create enough food/water for all Nearby creatures for a day.&lt;br /&gt;
* &#039;&#039;&#039;Cure Serious Wounds :&#039;&#039;&#039; Roll caster&#039;s unspent HEAD Dice; each odd one heals one Hit Die of a Nearby target.&lt;br /&gt;
* &#039;&#039;&#039;Neutralise Poison :&#039;&#039;&#039; Remove/Immunise poison from a Nearby target - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Protection from Evil :&#039;&#039;&#039; Nearby allies gain invisible and weightless Chain Armor, only against evil creatures - 10mins.&lt;br /&gt;
&lt;br /&gt;
=== Level 5 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animate Dead :&#039;&#039;&#039; Create 2d4 Skeletons/Zombies with HD/level, from nearby bodies.&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill :&#039;&#039;&#039; Anyone with less than 5HD that touches it must test INT or be OofA – 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Create an Elemental of chosen type with 3d4 HD.&lt;br /&gt;
* &#039;&#039;&#039;Contact Higher Plane :&#039;&#039;&#039; Ask 1 question/level.&lt;br /&gt;
* &#039;&#039;&#039;Feeblemind :&#039;&#039;&#039; Reduce a Nearby target&#039;s &#039;&#039;&#039;INT&#039;&#039;&#039; to 4 - 10mins/level.&lt;br /&gt;
* &#039;&#039;&#039;Telekinesis :&#039;&#039;&#039; Move Nearby objects - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Teleport :&#039;&#039;&#039; Transports a Nearby target to any place known to the caster.&lt;br /&gt;
* &#039;&#039;&#039;Commune :&#039;&#039;&#039; The Cleric&#039;s deity truthfully answers 3 questions - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Dispel Evil :&#039;&#039;&#039; Removes a Nearby Divine (Evil) spell.&lt;br /&gt;
* &#039;&#039;&#039;Finger of Death :&#039;&#039;&#039; Choose a Nearby target and test &#039;&#039;&#039;WIS&#039;&#039;&#039;, if a pass the target is OofA.&lt;br /&gt;
* &#039;&#039;&#039;Plague :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for each Nearby target, those that are beaten roll all their Hit Dice and the odd ones are wounded.&lt;br /&gt;
* &#039;&#039;&#039;Quest :&#039;&#039;&#039; Force a Nearby creature to obey an order.&lt;br /&gt;
* &#039;&#039;&#039;Raise Dead :&#039;&#039;&#039; Return a Nearby willing target to life, who&#039;s died within the last 7 days.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anti Magic Shell :&#039;&#039;&#039; Creates a Nearby Zone around the caster blocking all magic.&lt;br /&gt;
* &#039;&#039;&#039;Death Spell :&#039;&#039;&#039; 2d8 Nearby targets with 7HD or fewer die.&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate :&#039;&#039;&#039; Makes one Nearby target or object turn into a fine powder.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Stalker :&#039;&#039;&#039; Summons an extra-dimensional monster to perform one task.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh :&#039;&#039;&#039; Turns a Nearby target into stone (or vice versa).&lt;br /&gt;
* &#039;&#039;&#039;Animate Object :&#039;&#039;&#039; Give a Nearby object motion and a simple intelligence - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Blade Barrier :&#039;&#039;&#039; Wall covers a Nearby area, roll caster&#039;s &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; against all creatures that are Close to the wall - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Conjure Elemental :&#039;&#039;&#039; Summons an elemental with HD equal to caster&#039;s lvl -1hr.&lt;br /&gt;
* &#039;&#039;&#039;Find Path :&#039;&#039;&#039; The path to a chosen location is made known - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Speak with Monsters :&#039;&#039;&#039; Can understand and talk with monsters - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Word of Recall :&#039;&#039;&#039; Give ability to teleport back to the location this spell was cast - 1year.&lt;br /&gt;
&lt;br /&gt;
=== Level 7 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Servant :&#039;&#039;&#039; Summons a servant to recover a distant object.&lt;br /&gt;
* &#039;&#039;&#039;Astral Spell :&#039;&#039;&#039; Projects an avatar of the caster onto a chosen plane - 1hr.&lt;br /&gt;
* &#039;&#039;&#039;Control Weather :&#039;&#039;&#039; Control the Nearby weather to all extremes - 10mins.&lt;br /&gt;
* &#039;&#039;&#039;Earthquake :&#039;&#039;&#039; Test &#039;&#039;&#039;WIS&#039;&#039;&#039; for all Nearby creatures, passes are taken OofA.&lt;br /&gt;
* &#039;&#039;&#039;Holy Word :&#039;&#039;&#039; Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4 turns.&lt;br /&gt;
* &#039;&#039;&#039;Wind Walk :&#039;&#039;&#039; Turn into mist and back, at will - 1day.&lt;br /&gt;
* &#039;&#039;&#039;Restoration :&#039;&#039;&#039; Returns all levels lost to monsters with level drain.&lt;br /&gt;
* &#039;&#039;&#039;Limited Wish :&#039;&#039;&#039; Change reality in a limited way or time.&lt;br /&gt;
* &#039;&#039;&#039;Power Word, Kill :&#039;&#039;&#039; A Nearby target with 9 Hit Dice or fewer dies and cannot be resurrected.&lt;br /&gt;
* &#039;&#039;&#039;Conjuration of Demons :&#039;&#039;&#039; Summons a Demon with 2HD/level.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm :&#039;&#039;&#039; Effects the same as casting Fireball 4 times.&lt;br /&gt;
* &#039;&#039;&#039;Time Stop :&#039;&#039;&#039; Stops time completely in a Nearby area - 1d4+1 Ounces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Creatures[[#creatures| ]] =&lt;br /&gt;
&lt;br /&gt;
Creature :: HD :: Actions and Specials&lt;br /&gt;
&lt;br /&gt;
Fire Beetle :: 1 :: Light glands have a usage die of d8.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Vampire Bat :: 1 :: 1d6 damage next moment after attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
Deadly Centipede :: 1 :: Bite (0) plus CON test or ‘OofA’.&amp;lt;br /&amp;gt;&lt;br /&gt;
Manes Demon :: 1 :: 2 Claws + 1 Bite, Half damage from non-magic weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblin :: 1 :: Sneaky.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hobgoblin :: 1 :: Usually has a backup shield if one is sundered.&amp;lt;br /&amp;gt;&lt;br /&gt;
Human Berserker :: 1 :: Disadvantage on defense rolls when Berserker attacks.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Ant Warrior :: 2 :: Poisonous Bite + CON test to avoid 2 extra HD damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Carrion Creeper :: 2 :: Bite (1) + 6 Tentacles + CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ghoul :: 2 :: CON test or Paralysed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bugbear :: 3 :: All DEX tests are rolled with disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Harpy :: 3 :: Song - CHA test or PCs must move towards it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wererat :: 3 :: Cannot gain Advantage when attempting to surprise a Wererat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shadow :: 3 :: Touch (-1 STR), only hit by magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Doppleganger :: 3 :: Change form in a moment, disadvantage against magic tests.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wight :: 3 :: Can only be hit by magical or silver weapons, wounded Hit Dice are lost until Wight&#039;s curse is Removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blink Dog :: 4 :: Teleport Nearby once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Grizzly Bear :: 4 :: 2 claws + if both hit hug for another damage roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gargoyle :: 4 :: 2 claws + 1 bite + 1 horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
Gelatinous Cube :: 4 :: CON test on touch or be Paralysed, immune to cold and lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
Werewolf :: 4 :: Only silver weapons can hurt it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ogre :: 4 :: Gives advantage on all CHA tests made against it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Cockatrice :: 5 :: CON test or Petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Owlbear :: 5 :: 2 claws + 1 bite + Hug if roll to avoid is 17-20.&amp;lt;br /&amp;gt;&lt;br /&gt;
Basilisk :: 6 :: CON test on eye contact or be petrified.&amp;lt;br /&amp;gt;&lt;br /&gt;
Succubus/Incubus :: 6 :: 2 Claws, Advantage on magic tests, immune to non magic weapons, kiss permanently wounds 1 Hit Die until curse is Removed. Can cast Charm person (spell) once per hour.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mummy :: 6 :: Attacks stop healing until cure wounds cast, immune to normal weapons, half damage from magic weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
Banshee :: 7 :: Shriek - CON test or Paralysed for 2d6 Ounces.&amp;lt;br /&amp;gt;&lt;br /&gt;
Djinni :: 7 :: Can take Gaseous Form, Create Objects, Create Illusions, Cast Invisibility (spell) as action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spectre :: 8 :: A person killed by a Spectre will become a Spectre in 1d6 Moments.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chimera :: 8 :: 2 Claws + 2 Goat horns + 1 Lion bite + 1 Dragon bite &#039;&#039;or&#039;&#039; Breathes fire as a Dragon (all Nearby targets).&amp;lt;br /&amp;gt;&lt;br /&gt;
Balor Demon :: 9 :: Sword + Whip ()DEX test or be pulled Close to the Balor and burnt for fire damage).&amp;lt;br /&amp;gt;&lt;br /&gt;
Hezrou Demon :: 9 :: 2 Claws + 1 Bite, Cause Fear (as per Banish) or Darkness (spell) - each once per fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
Black Pudding :: 10 :: Metal objects that touch it melt the next moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
Frost Giant :: 10 :: Throws boulders or great chunks of ice.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stone Golem :: 12 :: Only spells that affect rock or stone work, weapons must be +2 or better to damage it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Giant Slug :: 12 :: Spit Acid - d4+2 nearby targets (1d12) test DEX for 1/2 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragon :: 9 to 11 :: 2 Claws + Bite, Breathes fire - all Nearby targets. Has memorised 1 spell of 1st - 3rd level per Hit Die.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
= Long example of play[[#long-example-of-play| ]] =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; So you&#039;re in the sewer, knee deep in muck, it&#039;s dark and to the north there&#039;s a portcullis, what do you want to do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 2 Expert :&#039;&#039;&#039; Is the portcullis Nearby?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yeah.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; I&#039;ll move to it and as my action I’ll check it for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level 3 Warrior :&#039;&#039;&#039; Assuming it&#039;s safe, I want to bend the bars.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, Expert, it&#039;s kind of dim in here. That would put you at a disadvantage to check for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; So before I check traps, I want to cast Illusory Torch.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok, well test your Intelligence, that&#039;s higher than your Wisdom. If you fail, you spend one HEAD Die.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Made it!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Good stuff, you are holding an Illusory Torch. Check Wisdom to look for traps.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* I need to roll under, not on it, right?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; That&#039;s right.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Damn, I failed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; You&#039;re confident it&#039;s free of anything designed to do you harm, Warrior, still want to bend the bars? If so test your Strength!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Piece of cake!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Huh. The Expert didn&#039;t notice that the edges of the bars are sharpened. You find out by cutting your hands. Wound one of your BODY Dice. What would you like to do now?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; Explore down the tunnel..?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Agreed! I&#039;ll sneak ahead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Expert, you move down the sewer, still Nearby to Warrior, please test your Dexterity to see how quiet you are - remember you get Advantage on tests when sneaking, roll two d20&#039;s and choose the result you like.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* despite rolling two dice I’ve got a 17 and 19. What are the odds?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ouch. You&#039;re making so much noise being sneaky, a Ghoul hiding in the darkness close to you leaps and attacks!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; Bugger!&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Initiative time! Everyone test their Dexterity, passing means you act before the Ghoul, failing means you go after. Expert you test with Disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I go before.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Expert?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; How long was it to roll up a character again? I go after.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I want to run down the sewer and smash the Ghoul with my Broadsword.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Ok Warrior, you move Close to the Ghoul. Test your Strength to see if you hit it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; *rolls* Rolled a 7! *rolls again* Got 8, 4, and 6 for damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; *rolls* 5 and 8. Good hit! The Ghoul&#039;s down to 1 Hit Die. Now the Ghoul&#039;s turn. Expert test your Dexterity to try and dodge the Ghoul&#039;s paralysing claws and bite. Remember the +1.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ugh! 18.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Oh dear. You feel a painful numbing sensation run through your body. Test your Constitution, if you fail the Ghoul paralyses you.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Expert :&#039;&#039;&#039; *rolls* Ah ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DM :&#039;&#039;&#039; Yes. Warrior, you see the Expert fall limply into the muck, what do you do?&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warrior :&#039;&#039;&#039; I&#039;ll hit the Ghoul again ...&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[the-black-hack.md|Link to the-black-hack.md]]&lt;br /&gt;
&lt;br /&gt;
Adapted from a website made by Bruno Bord under OGL - 2016, based on David Black &amp;amp;amp; Peter Regan work -- [https://github.com/brunobord/the-black-hack Github project]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=420492</id>
		<title>Goon Deeps of Sargolis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Goon_Deeps_of_Sargolis&amp;diff=420492"/>
		<updated>2022-04-28T13:41:27Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The [https://levikornelsen.itch.io/goondeeps Goon Deeps of Sargolis] are a rule/setting combo focused on a procedurally generated catacomb haunted by undead and evil cultists.&lt;br /&gt;
&lt;br /&gt;
In [https://forum.rpg.net/index.php?threads/game-thread-into-the-goon-deeps-of-sargolis.872985/ our current game] the players are thenorm42 and tibbius. We conquered the Deeps, killed/released the arch lich boss, found and spoke with his vampire ex-wife (the &amp;quot;God Queen&amp;quot; Ostienne), looted the throne room, and started exploring the ruined city above the catacomb. Our base camp was partially looted, and Jhula summoned a construct to track down some of the stolen goods. We got into an altercation with a sorcerer who purchased one of our stolen spellbooks and whose front door the colossus broke, made peace, Jhula swapped spells with him, we tracked down the original thieves and punished them. We headed out on the southward road to Saray&#039;s indebted demesne, but took a detour to the city Naltis/Nalastis to get more information about how her cousin took over the place and also to gather alchemic ingredients for a potion to free Jhula&#039;s boss of his addiction. Now we&#039;ve entered another labyrinth of twisty passages and ominous rooms, in search of an elder vampire whom we will cajole or threaten into helping us.&lt;br /&gt;
&lt;br /&gt;
== In the Vault at Loom Street ==&lt;br /&gt;
Jhula&#039;s Sack 2 (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. Book #5. shimmering iridescent fish-scale binding. Serene Mysteries of the Unperceiving Psyche&amp;lt;br /&amp;gt;&lt;br /&gt;
d. Book #4. tattered green cloth cover, rebound. Enwiddle&#039;s Blossoming Cone&amp;lt;br /&amp;gt;&lt;br /&gt;
c. Book #12. weirdly trifolded parchment pamphlet. Send a Bolt of Tar Afar&amp;lt;br /&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
stakes&lt;br /&gt;
a silver dagger&lt;br /&gt;
a sharpened gravedigger&#039;s spade&lt;br /&gt;
box of matches&lt;br /&gt;
box of matches&lt;br /&gt;
earthenware jars&lt;br /&gt;
&lt;br /&gt;
== Current characters ==&lt;br /&gt;
=== Jhula: rogueish jack of all trades ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; Brute 1, Skulker 2, Erudite 2, Health 11 of 11, Breath 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Throwing knives; 2. Vicious, jagged shortsword; &#039;&#039;&#039;droppable&#039;&#039;&#039; 3. Sack 1 (containing a. Lantern; b. Lockpicks; c. Book #7. brown leather with red-inked lettering. Potent Wine of Enervation, d. Book #6. black burlap. The Soul and Other Deceptions, e. Healing potion ), 4. Leather armour, 5. Pillowcase sack (a. containing quantity of Master Sanger&#039;s remains in a silver tureen, b. quicksilver, c. smokeweed)&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; fresh Breath. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +3. &#039;&#039;&#039;Throwing bonus:&#039;&#039;&#039; +3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Jhula has briefly reviewed &#039;&#039;&#039;numerous books of power&#039;&#039;&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
She&#039;s got in her mind&amp;lt;br /&amp;gt;&lt;br /&gt;
1. The Book of Bones and Flowers&amp;lt;br /&amp;gt;&lt;br /&gt;
2. cast-iron hinged cover with embossed man-figure. Pursuing Colossus&amp;lt;br /&amp;gt;&lt;br /&gt;
10. Silent Song of Choking Flowers.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula grew up on the streets of Antali, a city on the coast over a hundred miles from Sargolis. Orphaned young by the last war, she fell in with the local Legitimate Businessperson&#039;s Mutually Agreeable Cooperative (a brutally run thieves&#039; guild and crime syndicate also known as the Mackers). She graduated from petty larceny to head-cracking and enforcement, then finally organisation, strategy and problem-solving. She&#039;s one of the lieutenants of the First of the Mackers, who is gradually dying from the effects of the spices he&#039;s addicted to.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;She has been sent to Sargolis in search of anything that might hold back the reaper, whether ancient healing alchemy or blasphemous necromantic tome. Privately, she&#039;s happy to be on the road and away from the pressures of her work.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Looking at Ricky&#039;s vacant bedroll, she felt guilt, something she hadn&#039;t felt in a long time. She resolved to see if she could put another team together in Sargolis and retrieve his body, perhaps even complete their mission?&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After much danger, Jhula and her companions Saray and Munson found Ricky hanging up over a grim altar. They got him down, and he rejoined their group as a revenant seeking revenge on the archlich of the Deeps. Eventually that was achieved, and Ricky passed. Jhula, saray, and Munson then found Ostienne, the vampire God Queen of Sargolis, in a gravity-inverted boudoir atop a tower over the Deeps. They parlayed with her, and departed.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Jhula left the Deeps with some books of power, some of which she studied. Others were stolen from their camp. She summoned a Pursuing Colossus to retrieve her stolen property, and it led the group to a sorcerer&#039;s townhouse where they encountered the Song of Choking Flowers. Jhula entreated the sorcerer to return her books, and became acquainted. With the sorcerer&#039;s good will, the group tracked down the original thieves and punished them.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;After settling matters in Sargolis, Saray became the motivator (if not the leader) of the group.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Saray: indebted lady knight ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 9 of 9 Health, 9 Breath, 3 Brute, 1 Skulker.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. backpack(a. Torch, b. gold, c. 2x rope, d. gold, e. gold), 2. mace, 3. shield, 4. Sharpened gravedigger&#039;s spade ),&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 out of 5&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +4 with torch, +5 with shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Saray is a knight of moderate age, skilled in battle and accustomed to comfort. She&#039;s the Lady of House Rannier, an estate south of Sargolis on the northern frontier of the southern city states. Recently rents have been short and her comfortable life (plus a gambling problem) has brought debt. She had planned to plunder the Deeps to get funds to get the lenders off her. Munson looked like a potential patsy, someone she could use and drop ... but she wanted a third to round out a crew. She had heard the Deeps were deadly.&lt;br /&gt;
&lt;br /&gt;
Now after plundering the Deeps under Jhula&#039;s leadership, Saray has returned to Naltis with her new crew to learn that her cousin has overtaken her indebted estates.&lt;br /&gt;
&lt;br /&gt;
Entering the city of Naltis in search of more information, and ingredients for Jhula&#039;s potion to cure her master&#039;s addiction, Saray get the troupe entangled with a coterie of vampires who want them to kill an elder vampire. After depositing some of the group&#039;s treasure into Saray&#039;s family vault, the group enters a catacomb through a floating blue portal, and wanders about for a while before eventually stumbling upon the Bloodless (&amp;quot;Master Sanger&amp;quot;), killing him, and discovering the unusually large young girl he has been guarding under Vivostasis for the past ninety years.&lt;br /&gt;
&lt;br /&gt;
It turns out the girl is the lost heiress of the royal line, and the Harsh Lady (who took over ruling in Naltis ninety years back) probably would like her to disappear.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Latho ===&lt;br /&gt;
&lt;br /&gt;
Hireling - stuff-bearer - carrying:&lt;br /&gt;
&lt;br /&gt;
1. Sack (books from Naltis #9-#12)&lt;br /&gt;
2. Pillowcase sack (Book from Naltis #6-#8)&lt;br /&gt;
3. Sack (Book from Naltis #1-#4)&lt;br /&gt;
4. Sack (silver dagger x3, pamphlet #12, book from Naltis #5)&lt;br /&gt;
5. Sack (week&#039;s rations)&lt;br /&gt;
6. Sack (a. Book #8. faded red-pink cloth with oily stains. It&#039;s another copy of  The Transcendent Beam of Loathsome Oil, b. Book #1. pale grey leather binding with pink and purple flowers and skulls inlaid. The Book of Bones and Flowers, c. Book #3. silver-hinged cover of smoothly polished beech wood. The Ineluctable Movement of Volcanic Glasses, d. Packet of green spice)&lt;br /&gt;
&lt;br /&gt;
=== Munson: down-at-heels adventurer ===&lt;br /&gt;
&#039;&#039;&#039;Stats:&#039;&#039;&#039; 11 Health, 7 Breath, 2 Brute, 1 Skulker, 1 Erudite.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1. Breastplate, 2. axe, 3. backpack (a. torch, b. 2x matches), &#039;&#039;&#039;droppable&#039;&#039;&#039; . &#039;&#039;&#039;droppable&#039;&#039;&#039;, &#039;&#039;&#039;5. Tired&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
6. Sack (containing &amp;lt;br /&amp;gt;&lt;br /&gt;
a. rope&amp;lt;br /&amp;gt;&lt;br /&gt;
b. stake&amp;lt;br /&amp;gt;&lt;br /&gt;
c. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
d. gold&amp;lt;br /&amp;gt;&lt;br /&gt;
). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2&#039;&#039;&#039; Fresh Breath.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat bonus:&#039;&#039;&#039; +2 Brute +2 (breastplate, axe) = &#039;&#039;&#039;+4&#039;&#039;&#039; total.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Munson is an adventurer with a dented breastplate, a notched axe, and a sound shield. He spent a while loitering in Sargolis, waiting for someone with whom he could enter the Deeps - he was wise enough to know it was suicide to go down there by himself. After encountering Jhula and Saray, he assisted the two ladies in plundering the catacombs, dispatching the lich king, and interviewing the vampire God Queen of ruined Sargolis. Then he guided the group to his old home village, where they visited with his ghostly parents. Now they&#039;re in Naltis, exploring an ancient vampire&#039;s Catacombs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
In addition to the basic rules of Life and Breath and so forth, here&#039;s a few specific ones about combat and magic and loads.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&#039;&#039;&#039;Multiple opponents:&#039;&#039;&#039; When fighting multiple opponents, roll once against each opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advantage / Disadvantage:&#039;&#039;&#039; When otherwise at an advantage, you suffer injury on a failure only if you rolled doubles. Conversely, if disadvantaged, you inflict injury on a success only if you rolled doubles.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
Most spells are &#039;&#039;hard&#039;&#039; to learn (DS 10). But if you want to have a little less certainty, roll to learn the difficulty of a spell:&lt;br /&gt;
2-5: DS 8&lt;br /&gt;
6-9: DS 10&lt;br /&gt;
10-12: DS 12&lt;br /&gt;
Once per day, you may roll &#039;&#039;+Erudite&#039;&#039; against a spell&#039;s difficulty to get it from its recording into your head. Learning takes hours equal to the total of the roll. Once it&#039;s there it usually stays ...&lt;br /&gt;
You may record a spell that&#039;s in your head by rolling &#039;&#039;+Erudite&#039;&#039; against its difficulty. This takes a day and a night of work, with proper materials (a nice blank book and pen and ink, or a copper sheet and a needlepunch, or a stone pillar and a sharp chisel, or a big fine gem and ) and you get one chance. If you fail the roll, you forget the spell. If you succeed, you record the spell and it stays in your head as well.&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, roll &#039;&#039;+Erudite&#039;&#039; against the DS of whatever you&#039;re casting at. Most physical stuff has DS 8, but tough opponents have more &#039;&#039;mana&#039;&#039; and use their DS instead. A spell must be cast at a target. If you&#039;re casting an Illusion, its target is the person or people whom you want to perceive it.&lt;br /&gt;
&lt;br /&gt;
If you fail the roll to cast a spell, there is a backlash that pops the spell right out of your head. If you succeed, the spell takes effect.&lt;br /&gt;
&lt;br /&gt;
=== Loads ===&lt;br /&gt;
Each container counts as one item and can hold any four items at no cost. So a backpack could hold a sack of gold, rations, a book, and a torch. ((The GM is ambivalent about this rule.)) Only items that are worn or held in hand can add to rolls. It takes an action to remove an item from a container.&lt;br /&gt;
&lt;br /&gt;
You can carry &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
=== Sargolis === &lt;br /&gt;
The ancient ruined and partly-rebuilt city under which the Goon Deeps are delved.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Antali ===&lt;br /&gt;
The somewhat distance city whence Jhula came to Sargolis in search of a cure for her boss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Mackers&#039;&#039;&#039; are the criminal bosses of Antali, and Jhula&#039;s spice-addicted boss &amp;lt;del&amp;gt;is&amp;lt;/del&amp;gt; &amp;lt;insert&amp;gt;was&amp;lt;/insert&amp;gt; boss of bosses. He never woke up from a spice dream.&lt;br /&gt;
&lt;br /&gt;
Now the boss is Obseth, rotund and jovial, direct in dealing with those who offend them. His meaty hands have crushed an unknown number of windpipes. DS 12&lt;br /&gt;
&lt;br /&gt;
Also,there&#039;s Arbun, a scheming and scrawny thugmaster, usually carries a rapier and prides himself that his wit&#039;s sharp as his blade. DS 10&lt;br /&gt;
&lt;br /&gt;
And Vinzay, she of the lavender-dyed curls and the pale rose veil, is in hiding. It&#039;s said her face was disfigured by the spite of an alchemist she bedded - once. It&#039;s also said she&#039;s a poisoner, but there&#039;s no solid proof. DS 8. She and Jhula were the old boss&#039;s favorites. Rumor has it that Vinzay was the one who got the boss his spice.&lt;br /&gt;
&lt;br /&gt;
And several others, less important in the intrigues of Antali, much less dangerous in combat.&lt;br /&gt;
&lt;br /&gt;
=== Louras ===&lt;br /&gt;
is one of the western principalities, in among the dozens of city states that vie for dominance over on that side of the mountains.&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;&#039;southern city states&#039;&#039;&#039; ===&lt;br /&gt;
a few decades ago, fought a vicious war with the &#039;&#039;&#039;merchant cities of the northeast.&#039;&#039;&#039; The war ruined Sargolis.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Nalastis&#039;&#039;&#039; or &#039;&#039;&#039;Naltis&#039;&#039;&#039; === &lt;br /&gt;
is the southern free city nearest to Saray&#039;s demesne.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the Harsh Lady Gang&#039;&#039;&#039; run rackets in Naltis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sanger&#039;&#039;&#039; guarded the princess Yuwia in a catacomb deep under Naltis.&lt;br /&gt;
&lt;br /&gt;
Saray&#039;s &#039;&#039;&#039;indebted demesne&#039;&#039;&#039; (House Rannier) is in the northern frontier of the southern city states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Kendos&#039;&#039;&#039; is the demesne of Saray&#039;s cousin Hania, a gullible younger woman under the thumb of her husband and Saray&#039;s former seneschal Albert.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Goon Deeps of Sargolis:Narm|Narm]]&#039;&#039;&#039; is the general region where all these places are found.&lt;br /&gt;
[[File:Narm_globe2.png]]&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wolves_in_the_Wedding_24XX&amp;diff=418538</id>
		<title>Wolves in the Wedding 24XX</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wolves_in_the_Wedding_24XX&amp;diff=418538"/>
		<updated>2022-03-30T13:34:33Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?threads/wolves-in-the-wedding.895088 IC page]&lt;br /&gt;
&lt;br /&gt;
= Kingdom of Aegium =&lt;br /&gt;
&lt;br /&gt;
A village of 500 living in the outskirts of a ruined port city that used to house 50,000. There is a fishing harbor, fields and vineyards on the mountain slopes above the city, and a quarry up in the mountains.&lt;br /&gt;
&lt;br /&gt;
= Radagium =&lt;br /&gt;
&lt;br /&gt;
The kingdom up the coast.&lt;br /&gt;
&lt;br /&gt;
= People =&lt;br /&gt;
&lt;br /&gt;
Alec, king of Aegium. A well-tanned face framing a cheerful smile of crooked teeth, topped by a big nose and a pair of squinting grey eyes. The hair is curly and somewhat greying chestnut color.&lt;br /&gt;
&lt;br /&gt;
Damali, Alec&#039;s sweet and plain-faced daughter; Gregorios, her handsome and outgoing new husband.&lt;br /&gt;
&lt;br /&gt;
Elaine and Hypatios, married warriors. Elaine is blonde, friendly, and has wide hips. Hypatios is tall, dark, scrawny, and silent.&lt;br /&gt;
&lt;br /&gt;
Podargos, leader of the lycanthropes.&lt;br /&gt;
&lt;br /&gt;
Telephys, dead champion of Aegium.&lt;br /&gt;
&lt;br /&gt;
Achates, short and burly warrior who laughs but doesn&#039;t talk.&lt;br /&gt;
&lt;br /&gt;
Deipylos, Philemon, and Hermolycus, three near-identical cousin warriors. Short curly brown beard and hair, broad hard shoulder and cheekbones, unfortunately small noses.&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wolves_in_the_Wedding_24XX&amp;diff=418537</id>
		<title>Wolves in the Wedding 24XX</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wolves_in_the_Wedding_24XX&amp;diff=418537"/>
		<updated>2022-03-30T13:34:01Z</updated>

		<summary type="html">&lt;p&gt;Tibbius: Created page with &amp;quot;= Kingdom of Aegium =  A village of 500 living in the outskirts of a ruined port city that used to house 50,000. There is a fishing harbor, fields and vineyards on the mountai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kingdom of Aegium =&lt;br /&gt;
&lt;br /&gt;
A village of 500 living in the outskirts of a ruined port city that used to house 50,000. There is a fishing harbor, fields and vineyards on the mountain slopes above the city, and a quarry up in the mountains.&lt;br /&gt;
&lt;br /&gt;
= Radagium =&lt;br /&gt;
&lt;br /&gt;
The kingdom up the coast.&lt;br /&gt;
&lt;br /&gt;
= People =&lt;br /&gt;
&lt;br /&gt;
Alec, king of Aegium. A well-tanned face framing a cheerful smile of crooked teeth, topped by a big nose and a pair of squinting grey eyes. The hair is curly and somewhat greying chestnut color.&lt;br /&gt;
&lt;br /&gt;
Damali, Alec&#039;s sweet and plain-faced daughter; Gregorios, her handsome and outgoing new husband.&lt;br /&gt;
&lt;br /&gt;
Elaine and Hypatios, married warriors. Elaine is blonde, friendly, and has wide hips. Hypatios is tall, dark, scrawny, and silent.&lt;br /&gt;
&lt;br /&gt;
Podargos, leader of the lycanthropes.&lt;br /&gt;
&lt;br /&gt;
Telephys, dead champion of Aegium.&lt;br /&gt;
&lt;br /&gt;
Achates, short and burly warrior who laughs but doesn&#039;t talk.&lt;br /&gt;
&lt;br /&gt;
Deipylos, Philemon, and Hermolycus, three near-identical cousin warriors. Short curly brown beard and hair, broad hard shoulder and cheekbones, unfortunately small noses.&lt;/div&gt;</summary>
		<author><name>Tibbius</name></author>
	</entry>
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