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QUICK REFERENCE

CHALLENGE ROLLS (pg. 4) TURNS (pg. 6)


d6 + a�ribute, save, specialism and / or Each turn roll a d6: on 4-6 the
other bonuses & penal�es characters go first, on 1-3 they go last.
6 or above succeeds. Rolling a 6 always Characters may move up to and
succeeds, a 1 always fails. interact with something each turn.

CHANCE ROLLS (pg. 4) COMBAT (pg. 6)


d6 + a�ribute (if appropriate) d6 + a�ack bonus

Roll Result from the The total is damage inflicted (reduced


characters’ perspec�ve
by target’s Defence).
1 Highly nega�ve
2-3 Nega�ve Rolling a 1 is always a failure.
4-5 Posi�ve If a 6 is rolled, roll again and add to the
6 Highly posi�ve total, and keeping rolling each 6.
ATTRIBUTES (pg. 4)
EQUIPMENT (pg. 8)
DIScipline - mental toughness
Supplies can be converted into a
MIGht - physical toughness
mundane piece of adventuring gear.
NIMbleness - physical de�ness
WITs - mental de�ness Weapon Slots Effect

LOAD SLOTS (pg. 5) Melee, If dual-wielded, you


1
10 slots. 1 regular item per slot. 10 �ny one-handed can re-roll the a�ack
items per slot. 100 coins per slot. Melee,
2 Re-roll 1s
two-handed
BURDENS (pg. 5) Ranged,
2
Condi�ons and points of damage one-handed
beyond 0 HP fill load slots with Ranged,
3 Re-roll 1s
Burdens. Death at 10 Burdens. two-handed

REST (pg. 5) Armour Defence Slots


Regain 1d6 HP for a Supply or Burden. Light 1 1
Safe night’s rest to recover a Burden.
Medium 2 2
MAGIC (pg. 5) Heavy 3 3
Characters can cast magic at Tiers up to Shield +1 1
half their level (round up). 1 Cas�ng Shields can be sacrificed to increase
Point per Tier. Points are recovered Defence to 10 against one a�ack.
a�er a safe rest.
INTRODUCTION
Off-White Cube aims to take many TABLE OF CONTENTS
familiar elements from popular RPGs
and streamline them into a game Gameplay & Characters pg. 4
simple enough to run with a double A5 Turn-Based Play pg. 6
spread and a normal six-sided die (d6).
Equipment pg. 8
PLAYER TERMS
Followers & Interac�ons pg. 9
By labelling some of the people around
the table ‘players’ and one individual Character Crea�on pg. 10
as, well, anything else, it is implied that
the la�er is not a player. To try and Classes
mi�gate this, Off-White Cube labels the Fighter pg. 14
player guiding the other players Specialist pg. 15
through a fic�onal world as the Host, Spellcaster pg. 16
and the other players as Guests. Adventurer pg. 18
Yes, it’s preten�ous, but bear with us; Addi�onal Features pg. 19
while a group’s Host caters to their
Guests, they should enjoy themselves Character Sheet pg. 20
too. It’s a poor Guest that seeks their
own fun at the expense of the Host’s.

SOURCES OF INSPIRATION
• Basic Fantasy RPG
(Chris Gonnerman)
• The Black Hack (David Black)
• Electric Bas�onland
(Chris McDowell)
• Goblin Laws of Gaming
(Arnold Kemp)
• Index Card RPG (Hankerin Ferinale)
• Into the Odd (Chris McDowell)
• Knave (Ben Milton)
• Maze Rats (Ben Milton)
• Scarlet Heroes (Kevin Crawford)
• Swords & Wizardry (Ma� Finch)
• White Box: Fantasy Medieval
Adventure Game (Charlie Mason)

3
GAMEPLAY & CHARACTERS
CHALLENGE ROLLS BACKGROUND
To accomplish an ac�on or task, or to A character’s background is a simple
avoid a nega�ve consequence, descriptor (usually a single word) of
describe how your character tries to do their life up so far, such as a prior
so. If there is a reasonable chance of a profession or their upbringing. It may
failure or nega�ve consequence, the indicate whether a character is
Host may ask for a challenge roll. par�cularly suited to a task.
Roll a d6 and add any relevant ATTRIBUTES
modifiers, and a total of 6 or more Characters’ innate abili�es are
results in success. indicated by a�ribute modifiers which
Rolling a 6 is an automa�c success, a 1 may affect how suited they are to
an automa�c nega�ve consequence. adventuring challenges:

Common modifiers include: • Discipline (DIS) - authority, self-


control and willpower
• a�ribute bonus / penalty • Might (MIG) - physical endurance,
• save bonus on rolls to avoid harm strength and toughness
• class-based specialism bonus • Nimbleness (NIM) - agility,
• factors giving a bonus or penalty coordina�on and reflexes
• Wits (WIT) - awareness, ins�nct
CHANCE ROLLS and percep�on
There are some circumstances over
which players have rela�vely li�le Characters can be very competent
influence. Roll a d6 and consult the adventurers with sub-par a�ributes.
table below:
CLASS
Roll Result from the A class is the character’s archetypal
characters’ perspec�ve and grants bonuses and abili�es for
1 Highly nega�ve different aspects of adventuring.
2-3 Nega�ve
LEVEL & EXPERIENCE POINTS
4-5 Posi�ve
A character’s level shows how
6 Highly posi�ve experienced they are. Fresh-faced
rookie are level 1, legends are level 10.
If the Host calls for a chance roll, they
should describe a possible posi�ve and The default procedure is to award 1
nega�ve outcome. If the Host agrees, point of experience for each gold coin’s
Guests can suggest a highly posi�ve worth of treasure found and ‘banked’.
outcome if they also come up with a
The Host should clearly explain their
highly nega�ve one.
preferences and procedures.

4
HIT DICE & HIT PROTECTION SAVE BONUS
Hit Protec�on (HP) is a character’s This class-based bonus is added to rolls
ability to avoid otherwise debilita�ng rela�ng to a character trying to avoid
damage (lucky dodge, a scornfully spat harm from spells and environmental
out tooth, plot armour, whatever you traps and hazards.
like). If HP is reduced to 0, characters
start to get hurt. SPECIALISM BONUS
Some classes give a bonus in an area of
Each class level, roll a d6 for each Hit exper�se. These represent a par�cular
Die (HD) the class has to determine capacity to act under pressure, and
maximum HP. If the total is lower than may negate the need for a challenge
that of the previous level, the old HP is roll at all in less tense circumstances.
increased by 1 instead.
ATTACK BONUS
LOAD SLOTS An a�ack bonus is used when rolling to
Characters have 10 load slots to carry a�ack in the thick of a scuffle. It
equipment. Most items take up 1 slot indicates a character’s ability to both
each. 10 �ny items may be grouped hit and mortally wound an opponent.
into 1 slot. Some larger items take up
mul�ple slots. 100 coins fit in 1 slot. DEFENCE
Equipped armour determines a
BURDENS character’s defence, reducing some
If a character is reduced to 0 HP and damage suffered.
takes further damage, each extra point
of damage becomes a Burden. A MAGIC & CASTING POINTS
Burden may also come from a Magic-wielding characters have a
condi�on or class ability. number of points they may commit to
A Burden takes up 1 load slot. Anything cas�ng.
in that slot which can feasibly be Magic is cast in �ers - the higher the
dropped is so, or it is destroyed by the �er, the more powerful the spell. The
Burden cause. �er number at which magic is cast is
A character with 10 Burdens dies. how many points to subtract from the
character’s pool of cas�ng points.
BREATHERS & RESTS These points are replenished a�er a
In a quiet moment, characters may safe rest.
take a breather - consuming a Supply Characters can cast magic of �ers up to
or gaining a Burden to regain 1d6 HP. half their level (rounding up).
Res�ng in a place of safety for a night
removes a Burden.

5
TURN-BASED PLAY
TURNS COMBAT
Turns are used to when it is important
to mark the passing of �me. The length Combat is a whirling struggle between
of a turn depends upon the situa�on. opposing individuals. Each turn
represents a series of movements in a
Turns have a basic structure in terms of scuffle, rather than each a�ack being a
ac�vity and distances but can be single strike.
flexible, and play can switch between
types of turns. There follow some Example: bar brawl, roadside ambush
common turn procedures, but the Host Turn Length: seconds
can come up with their own structure Close: within arm’s reach
to suit a scenario. Near: a quick dash
Far: just out of charging distance
TURN ORDER Distant: beyond the scope of the fight
If a turn order needs to be established,
one Guest rolls a d6. On a 4-6 the SURPRISE
Guests’ characters go first this turn, on If one side was unaware of the
a 1-3 they go last. Roll again each turn. presence of the other, they cannot act
on the first turn. If neither side were
ACTIONS prepared, roll for turn order as usual.
All characters get one significant ac�on
a turn allowing them to move to and If it’s not obvious whether a side would
interact with something. A significant have been aware, pick one character to
ac�on is a task which would take up make a WIT challenge roll.
most of the turn (e.g. picking a lock
rather than opening a door, or probing ATTACKING
a room for hidden traps rather than To a�ack a creature, roll a d6 and add
strolling over to a door). the class’ A�ack Bonus. The total
(minus the target’s Defence down to 0)
DISTANCES is taken from the target’s HP or health.
Ranges depend upon the turn length. Weapons affect a�acks.
The following descriptors are used:
Rolling a 1 always fails to do any
Close < Near < Far < Distant damage.
In the space of a turn, a character If the die comes up as 6, roll again and
can... add to the total. Modifiers are only
applied once to the total, not to each
...touch something Close die.
...move to and touch something Near
...run up to or affect something Far
...not affect something Distant

6
DANGEROUS EXPLORATION LONG-DISTANCE TRAVEL
Exploring a dangerous environment Journeys across great expanses are a
with wandering inhabitants or rivals regular feature in fantasy tales. The
means moving slowly from area to Host may provide a map for Guests to
area, ensuring the room or space examine and plan around, perhaps
ahead is safe. with a hex overlay.
Example: dungeon delve, heist Example: travel between se�lements
Turn Length: roughly ten minutes Turn Length: around eight hours
Close: in the same room or corridor Close: 3 miles / same hex
Near: in the next room or corridor Near: 6 miles / adjacent hex
Far: several rooms on Far: 12 miles / two hexes along
Distant: out of sight and earshot Distant: miles and miles away

RANDOM ENCOUNTERS TRAVEL TURNS


At the start of every other turn the Each day consists of three turns:
Host rolls a d6 - on a 1, they roll up a morning, a�ernoon and night. The
random event or encounter. Host rolls to see if there is a random
encounter each turn (see Dangerous
If the party have drawn a�en�on to
Explora�on).
themselves, roll every turn instead.
Characters need to rest once every 3
ACTIONS turns or gain a Burden.
The following are some common
ac�ons: ACTIONS
Common ac�ons include:
• checking the floor for traps
• examining walls for hidden doors • exploring the surrounding area
• searching containers • hun�ng for food
• res�ng • res�ng
• moving on without exploring about • pushing on further

HURRYING DIFFERENT SCALES


If a character does not spend the �me The rules above assume a party making
to scout an area out, they will miss (or three or four moves a day. To track
trigger) hidden hazards and treasures. shorter distances (such as through
smaller-sized hexes), increase the
EXHAUSTION number of turns, or reduce them over
Because constantly being on your larger distances / hexes. Characters
guard is �ring, characters must rest for should be looking to rest once a day.
a turn every 6 turns or gain a Burden.
7
EQUIPMENT
Much of the base mechanical nature of ARMOUR
equipment is abstract. Guests and Host Worn armour gives a Defence value.
work together to make items flavourful Only a shield can be added to other
and interes�ng. armour.
Equipment proper�es beyond their
Armour Defence Slots Coin
base mechanical effects can be agreed
between Guest and Host (e.g. spears Light 1 1 20
used from a distance, slings bludgeon
Medium 2 2 50
rather than pierce, metal armours
rust). Heavy 3 3 120
Shield +1 1 10
WEAPONS
When a�acking without a weapon, roll If a Burden fills a Load slot holding
two d6s and use the lowest. armour, that armour is damaged rather
than dropped. Each affected slot
reduces its defence by 1. Armour may
Weapon Slots Coin Examples
be repaired by smiths. If all of an
armour’s slots are affected, it is
Melee, club,
1 5 destroyed beyond repair.
one-handed dagger
Melee, spear, A shield may be sacrificed to raise
2 20 Defence to 10 for one a�ack. Only one
two-handed warhammer
shield may be carried at a �me.
Ranged, javelin,
2 15
one-handed sling ADVENTURING SUPPLIES
Ranged, crossbow, A Supply takes up an Load Slot. Each
3 30
two-handed longbow one may be permanently converted to
a piece of mundane adventuring gear.
When a�acking with a two-handed
weapon, characters may re-roll all 1s. A Supply costs 5 coins, and may be
wri�en simply as ‘Supply’ in a slot.
Melee weapons can only be used
against a target the a�acker can reach Some examples of what a supply might
in a turn. be converted into:

Ranged weapons cannot be used


Caltrops Lockpick Piton
against enemies a�acking the user in
Chalk Marbles Ra�on
melee. Their slots include ammuni�on. Crowbar Metal file Rope
With two one-handed melee weapons, Dagger Small mirror Sack
a�ackers may re-roll their first d6. They Glue Nails Soap
Hammer Net Torch
must take the second roll.
Iron tongs Paper sheets Twine

8
FOLLOWERS & INTERACTIONS
Characters may recruit a re�nue of RETAINERS
followers, be it to carry their A retainer is essen�ally a secondary
equipment, help in combat, or replace character. They may start as a level 0
fallen characters. character without a class or bonuses,
in which case they may be given a level
PORTERS and class upon gaining 100 XP. Or they
A porter will carry 10 slots of items. might already have some experience,
They will not willingly engage in their own equipment and stories to
combat or put themselves in extra tell.
danger. Porters have d6 health and die
They require at least 25% of the hiring
if this is reduced to 0. They expect
character’s (and Guest’s) share of gold
around 10 coins a day, plus expenses.
and experience.
COMBATANTS
REACTIONS
A combatant is prepared to fight and
When the reac�on of creatures and
back up the characters in combat. They
people (follower or otherwise) towards
are usually level 0 with d6 health, dying
the ac�ons of the characters is
at 0. They expect around 20 coins a
uncertain, the Host makes a chance
day, plus expenses. They only carry
roll. This can also be done to
their own gear and resent facing more
determine their ini�al disposi�on.
danger than their employers.
Depending on how the characters
LOYALTY approach these encounter, this chance
Porters and combatants have a roll may be modified by the
modifier: loyalty, star�ng at 0. This may appropriate a�ribute of the lead
vary by treatment (and wage). character (Might if in�mida�ng,
If an event would cause a follower to Discipline if ordering, etc).
ques�on their employer’s leadership,
REPUTATION
they make a challenge roll modified by
Similar to loyalty, reputa�on is used as
their loyalty. Circumstances should
a modifier to represent the characters’
indicate what a failure means - it might
standing with the various organisa�ons
mean they disobey an order or flee
and fac�ons.
home with whatever they are carrying.

9
CHARACTER CREATION
1. For each a�ribute roll 3d6 (MIGht, 7. Write down your class’ A�ack
NIMbleness, DIScipline, WITs) to Bonus, Save Bonus and, if it has
determine the modifier: one, Specialism Bonus.
No duplicates = no modifier 8. If cas�ng points are a feature of
Even doubles = +1 your chosen class, note these too.
Odd doubles = -1
9. Note down the experience points
Even trebles = +2
(XP) needed to advance to the
Odd trebles = -2
next level. If the four a�ributes
2. Give your character a name and total a nega�ve number, the XP
background (usually a one-word needed for each level is 10% less.
descriptor). Backgrounds help
10. Go get some adventure.
guide you and the Host as to the
character’s competence at tasks.
HUMBLE BEGINNINGS VARIANT
Why is the character adventuring? Instead of a reasonably-equipped team
of explorers (with that new armour
If you would like some crea�ve smell), start off with a gaggle of
prompts, try the op�onal tables on ordinary individuals thrust into
the following pages. A d66 means adventuring.
roll two d6s, one for each axis.
Follow steps 1 and 2. Characters start
3. Choose a class and note down its with five Supplies and a one-handed
abili�es and features: melee or ranged weapon.
Fighter (pg. 14) - capacity to use No bonuses, no HP.
any weapons and armour, able to
support allies in combat Characters gain a class (though not the
Specialist (pg. 15) - an expert in a free equipment) upon gaining 100 XP.
chosen field, competent in a fight
Might be worth having Guests roll up a
Spellcaster (pg. 16) - fragile but
few characters each.
wields magic of increasing power
Adventurer (pg. 18) - the flexible
FANTASY TROPE VARIANT
op�on, choosing how they
Some gaming tables may prefer more
develop their abili�es
mechanical recogni�on of different
4. Roll a d6 for your Hit Die (HD) to fantasy tropes than these basic classes.
find your max Hit Protec�on (HP). If so, consider giving an Addi�onal
Feature (pg. 19) to star�ng characters.
5. Choose your character’s star�ng
equipment from the class’ op�ons. Alterna�vely, characters might strive to
learn these features as they adventure.
6. Update Defence for any armour
your character is wearing.
10
My name is...
d66 1 2 3 4 5 6

1 Askew Derico� Herdlere Longusfaber Petypase Twarby

2 Bankno� Elmebrigge Holbrook Madswain Redclerk Vadlets

3 Brudenell Fressheharyng Jolifwill Noblepas Ryall Wastehose

4 Chilton Fyppound Kesteven Noke Slaywright Wyville

5 Crookbone Gobberd Langskinner Obson Spebbington Yornold

6 Dankworth Goodhyne Liripine Peel Stertwayt Youngbond

I used to be a(n)...
d66 1 2 3 4 5 6

1 Apothecary Burglar Entertainer Jeweller Noble Shepherd

2 Appren�ce Carpenter Farmer Labourer Poacher Soldier

3 Baker Cartographer Forager Mariner Priest Tailor

4 Bandit Clerk Gambler Mason Rat-catcher Tax collector

5 Barkeep Cour�er Hermit Merchant Scribe Urchin

6 Blacksmith Dockhand Hunter Miner Servant Village idiot

But I now adventure for...


d66 1-2 3-4 5-6
1 A be�er life Freedom Love

2 Acceptance Glory Mastery

3 Discovery Infamy Power

4 Duty Informa�on Revenge

5 Excitement Jus�ce Riches

6 Fame Learning Status

11
I am...
d66 1 2 3 4 5 6

1 gangly immaculate ambi�ous young a towering elderly


figure
2 pompous well blunt gaunt a gossip appealing
mannered
3 out of broad gullible eloquent wiry a storyteller
shape
4 foppish ges�cula�ve short another
chosen one big boned very polite

5 illiterate charming easily arthri�c an escapee an exile


overlooked
6 grizzled gallant middle aged asthma�c clumsy a plaything
of the gods

...with...
d66 1 2 3 4 5 6
1 a limp garish a huge scar knobbly allergies par�cularly
clothes knees long arms
2 apersonality
wonderful no teeth a massive
ta�oo a temper a sweet
tooth flawless skin

3 an odour splendid odd boots too many a mo�o a notable


hair fingers nose
4 many no talent a wooden a nervous an eyepatch
no hair
piercings leg �c
5 false teeth a favourite style a furrowed chronic
a quick wit nightmares
joke brow
6 a sunny a cape more vocab half an ear the gi� of a fancy hat
disposi�on than sense the gab

12
I remind others of...
d66 1 2 3 4 5 6

1 a bear a dog a hawk an owl a rat a spider

2 a bull a dolphin a lion a parrot a rhino a squirrel

3 a cat a fly a magpie a peacock a slug a toad

4 a cockroach a fox a mole a penguin a seagull a tortoise

5 a crocodile a goat a mouse a pig a snake a vulture

6 a crow a goose a mule a rabbit a sparrow a wolf

I really can’t stand...


d66 1 2 3 4 5 6

1 loud noises heights damaged windbags a smart alec reading


fingernails
2 my twin blood hard work alcohol riding childishness

3 spiders smoke losing �me the cold washing


wasters
4 dogs �ght spaces the heat numbers prudes mushrooms

5 cats snakes slackers thieves seagulls fools

6 the dark the colour swimming ghosts metal on tapirs


blue metal

13
FIGHTER
Hit A�ack Save
Level XP
Dice Bonus Bonus
1 0 1 +1 +0
2 2,000 2 +2 +0
3 4,000 3 +2 +1
4 8,000 4 +3 +1
5 16,000 5 +4 +1
6 32,000 6 +4 +2
7 64,000 7 +5 +2
8 128,000 8 +6 +2
9 256,000 9 +6 +3
10 512,000 10 +7 +3

WEAPONS AND ARMOUR STRATEGISTS


Fighters may use any weapons and Fighters may choose to modify the die
armour. roll of their own or a Near ally’s a�acks
- they gain one Burden per modifier.
STARTING EQUIPMENT This can lead to addi�onal dice for
Fighters start with a one-handed melee rolling a 6.
weapon, five Supplies and two of the
following: COUNTER ATTACK
If their assailant rolls a 1 in melee
• one-handed melee weapon
combat, the Fighter may immediately
• two-handed melee weapon
roll a free a�ack against them.
• one-handed ranged weapon
• two-handed ranged weapon
• shield
• light armour
• medium armour

14
SPECIALIST
Hit A�ack Save Specialism
Level XP
Dice Bonus Bonus Bonus
1 0 1 +0 +0 +1
2 1,250 2 +0 +1 +1
3 2,500 3 +0 +1 +2
4 5,000 3 +1 +2 +2
5 10,000 4 +1 +2 +3
6 20,000 5 +2 +2 +3
7 40,000 6 +2 +3 +3
8 80,000 6 +3 +3 +4
9 160,000 7 +4 +3 +4
10 320,000 8 +4 +3 +5

WEAPONS AND ARMOUR SKILLED PERSONNEL


Specialists can wield any weapon and Specialists have an area of exper�se
use shields, light and medium armour. which grants a bonus for any relevant
ac�ons or rolls.
STARTING EQUIPMENT
Some example specialisms are:
Specialists start with a one-handed
Caving Poli�cs
melee weapon, five Supplies and two
Leadership Scavenging
of the following:
Linguis�cs Seamanship
• one-handed melee weapon Lore Thievery
• two-handed melee weapon Mechanisms Wilderness
• one-handed ranged weapon
• two-handed ranged weapon ALWAYS PREPARED
• shield Specialists can pull out just the right
• light armour tool for the job from about their
person. They may convert their
supplies into something rela�ng to
their specialism - the value of this item
may be up to around 10 coins.

15
SPELLCASTER
Hit A�ack Save Cas�ng
Level XP
Dice Bonus Bonus Points
1 0 1 +0 +0 1
2 2,500 1 +0 +0 2
3 5,000 2 +0 +0 4
4 10,000 2 +0 +1 7
5 20,000 3 +1 +1 11
6 40,000 3 +1 +1 16
7 80,000 4 +2 +2 22
8 160,000 4 +2 +2 29
9 320,000 5 +3 +2 37
10 640,000 5 +3 +3 46

WEAPONS AND ARMOUR CASTING POINTS


Spellcasters may use one-handed Spellcasters can choose which �er at
weapons, and cannot use any armour. which to cast spells from their
spellbook. If not noted in the spell, use
STARTING EQUIPMENT this effect guide:
Spellcasters start with a one-handed
Total
Spell Levels
melee weapon, five Supplies and a Range Dura�on
spellbook. Tier Targe�ed
1 1 Close 1 hour
BOOKKEEPING
The star�ng spellbook has two random 2 Up to 4 Near 1 day
spells from the following page. If a 3 Up to 9 Far 1 week
duplicate is rolled, they can select
4 Up to 16 In sight 1 month
another. It takes at a day to copy down
a new spell. 5 Up to 25 Aloca�on
visited 1 year
6 Up to 36 Anywhere Permanent
ARCANE RESERVES
A Spellcaster may push themselves to BEYOND ONE’S LIMITS
cast a spell without sufficient Cas�ng Spellcasters may try to cast spells
Points, gaining a Burden for each point beyond their normal capacity. For each
lacking. �er beyond their regular level-based
limit, they gain d6 Burdens.

16
SPELLS
• T indicates the �er at which the • Unwilling targets may roll to save
spell is cast. against a spell’s effects.
• A Span is outstretched arm span.
d66 1-2 3-4 5-6
ANIMATE FIREBREATH MIND LANGUAGE
Imbue inanimate or dead Blow fire over a Link telepathically to
targets with life to create Nearby target and T willing targets. You
1
level T animated anyone Close by for may converse by
creatures. You do not Td6 damage. A save thought across any
have control over them. halves the damage. distance.
ARCANE DETECTION GREASE
RELOCATE
See an orange aura Cover an area with a
Teleport to another
2 around places, people or slippery, flammable
spot. Be careful if the
things affected by a grease coa�ng (a
des�na�on is unseen.
magical effect. Span area per T).
CONTROL DOOR
SHRINK
Magically seal or open a LIGHT
A Near person or
3 door. Magically sealed A touched object
object is reduced to
doors may be opened by lights up a Near area.
1/(T+1) in size.
equal or higher T spells.
ENCHANT LULLABY SLOW
A Near target treats you Td6 Nearby targets of The target moves
4 as an ally. They may roll up to level T fall slowly in �me (falling,
to save again if they are asleep, waking if they speaking, walking,
harmed. are harmed. etc).
ENRAGE MAGICAL BARRIER TRANSFORM
Send a Near target into a An invisible, Morph a Near target
rage for T minutes impassable barrier, a into a level T animal.
5
a�acking the nearest Span in height and Their equipment does
creatures (ally or foe) length per T. It can not change but they
with an extra +T bonus. take Td6 damage. are fully conscious.
MEMORY WIPE
FALSE CLONE UNBIND MAGIC
Nearby Targets’ lose
Create an illusory replica Deac�vate an ac�ve
6 their memories (as
of yourself. It can act but spell effect of the
far back as T
not touch anything. same T or lower.
Dura�on).

17
ADVENTURER
Hit A�ack Save Specialism Cas�ng Cas�ng
Level XP
Dice Bonus Bonus Bonus Stage Points
1 0 0 +0 +0 +0 0 0
2 2,000 * * * * 1 1
3 4,000 * * * * 2 3
4 8,000 * * * * 3 6
5 16,000 * * * * 4 10
6 32,000 * * * * 5 15
7 64,000 * * * * 6 21
8 128,000 * * * * 7 28
9 256,000 * * * * 8 36
10 512,000 * * * * 9 45

WEAPONS AND ARMOUR SPELLCASTING


Adventurers may use any equipment. Adventurers need a spellbook to learn
and cast spells. Their Cas�ng Stage
SKILLED gives them a pool of Cas�ng Points
Adventurers have an area of exper�se with which to cast spells. They may
which give a bonus to relevant ac�ons. choose the �er at which to cast their
spell. If not indicated in the spell, use
STARTING EQUIPMENT the following �er effect guide:
Adventurers start with a one-handed
melee weapon, five Supplies and two Total
Spell Levels Range Dura�on
of the following: Tier Targe�ed
• another weapon of choice 1 1 Close 1 hour
• shield
• light or medium armour 2 Up to 4 Near 1 day
3 Up to 9 Far 1 week
ADAPTABLE
4 Up to 16 In sight 1 month
At character crea�on, and each
advance in level, the Adventurer may 5 Up to 25 Aloca�on
visited 1 year
improve two of the following by +1:
• A T indicates the �er at which the
• A�ack Bonus
spell is cast.
• Hit Dice
• Unwilling targets may roll to save
• Save Bonus
against a spell’s effects.
• Specialism Bonus
• A Span is about two outstretched
• Cas�ng Stage
arms.

18
ADDITIONAL FEATURES
It is suggested that characters add 500 ENTRANCING
to the required XP to get to level 2 for Entrance creatures of levels total up to
each feature they take, and each the character’s level by gaining a
subsequent level is double the level Burden. They roll to avoid becoming
below (i.e. an Adventurer taking Lethal docile un�l a�acked or the character is
Blow would require 2,500 XP to get to hurt or distracted. They can’t be
level 2, then 5,000 XP to get to level 3, entranced again. Not all beings are
etc). suscep�ble.
Guests and Host agree upon their own LETHAL BLOW
addi�onal features. The character may add a number of
extra d6s to their a�ack up to their
ADRENALINE SURGE
level. Each d6 costs a Burden.
The character may gain a Burden to act
a second �me in a turn. QUICK REACTION
The character and / or any Near ally
ANIMAL COMPANION
may move first in a turn, regardless of
The character may control a trained
turn order, gaining one Burden for each
animal of up to their level as a
individual.
secondary character. This constant
concentra�on takes up a slot. REPEL UNDEAD
The character may force undead to
ARCANE TALENT
keep their distance. Roll a number of
The character may learn one spell.
d6 - for each d6 rolled they gain a
They may cast it at a �er up to half
Burden. The total is the number of
their their level (rounding up), gaining
creatures of the character’s level or
that many Burdens. They may change it
below that are repulsed for an hour.
by studying a new spell for a week.
SHAPE SHIFTING
BATTLING THROUGH THE PAIN
Change into an animal of an equal level
The character’s Load Slots may contain
or lower by gaining a Burden. The
both items and Burdens. They do not
character must have seen the animal
need to drop items to make way for a
before. Changing back does not cost a
Burden, though armour is s�ll
Burden. Drop all gear unless the animal
damaged as normal.
could plausibly carry it. HP and
Burdens remain.
BRAWLER
The character’s hands each count as a
SUPPORTIVE PRESENCE
one-handed melee weapon. They may
The character may gain a Burden to roll
not use two-handed weapons.
number of d6 equal to their level and
restore the total in HP to an ally.

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