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TARGET NUMBER TABLE

HOW TO PLAY ADVENTURING ENCOUNTERS Difficulty Target Number


Referee: Presents the world, the story and controls Session: Getting together in real life to play the game Random Encounters: The referee makes a secret Very Easy (No roll) 0
all creatures in the setting. is known as a game session. This typically takes check at the end of each turn. No checks are made Easy 5
Players: Portray the role of a hero in the game, between 2-4 hours. during an encounter or combat. Moderate 10
banding together to undertake adventures. Adventure: A broad term to describe the goal of the The target number to avoid an encounter starts at 1 Challenging 15
The game is played as an interactive story with the session. An adventure may contain individual on a d20 and increases by 1 point each turn and Difficult 20
referee presenting a scene and the players making objectives known as a mission, quest or side-quest. resets when an encounter occurs or the players Very Difficult 25
a decision on their course of action. The outcome reach a place of safety out of the adventure site.
Rewards: Takes the form of (in-game) payment, Almost Impossible 30
of these actions are determined and play moves on equipment, services, information or favours and may On a failed check, an encounter occurs which the
to the next scene. be awarded upon successful completion of players may choose to interact with. Random REACTION TABLE
adventures. encounters are not always adversarial and may d20 Outcome or Reaction
present opportunities to learn information or act as 01 A terrible outcome, hostile
CHECKS a distraction (i.e. side quest) to the player’s main 02-03 A very bad outcome, aggressive
Check: Used when attempting something risky, ADVANCEMENT goal. 04-07 A poor outcome, defensive
uncertain or when avoiding/opposing something. Experience Points (XP): Awarded by the referee to Distance: For unplanned encounters use the zone 08-13 An indifferent outcome, cautious
Roll d20 to equal or exceed a specified target each party member for completing certain range table to calculate distance between parties. 14-17 A good outcome, favourable
number (see the Target Number Table). achievements (see Experience Points Awards table). 18-19 A very good outcome, friendly
When a hero has acquired a certain number of XP Opponent Reactions: The referee will determine
Failure may result in some consequences such as a they may raise their level and improve their skills and the reaction or use the Reaction Table. 20 An excellent outcome, helpful
setbacks, lost time or loss of resources. abilities. Surprise: If a party surprise the other they get a free FATE TABLE
Bonus Die: If a relevant skill is used, add your Level Requirements: Heroes need to earn Current turn to act. The referee determines if a party is d20 Outcome or Reaction
skill die to the roll. Skill dice range from d4, d6, Level x 8xp to reach a new level (i.e. At Level 1, earn 1 surprised based on the situation or may call for an 01-03 No, some complication or constraint
d8, d10, d12 (max. Heroes) or d20 (max. opposed check.
x 8xp to reach Level 2. At Level 2, earn 2x 8xp = 16xp t 04-06 No
Monsters). reach level 3) and can reach level 10 maximum. XP is Rounds: Combat & Encounter activities are divided 07-09 No, but some opportunity
Critical Success or Failure: Rolling a natural 20 reset at each level. into rounds of approximately 10 seconds although 10-11 Interruption or circumstance change
or beating the target number by 10 or more is a the entire situation lasts 1 turn. Each person can
Level Benefits: When a hero reaches a new level they
move and take one action during their turn.
12-14 Yes, but some complication
critical success and results in a more positive gain the following benefits; Health +2. Inspiration
Speaking does not count as an action. 15-17 Yes
outcome. Rolling a natural 1 or failing by 10 or +2. Defence +1 (at even levels only). Skills, improve 3
more is a critical failure and results in a worse 18-20 Yes and some assistance or benefit
separate skills. Abilities choose 1 new ability. Social Interactions: Command (authoritative) or
outcome. Guile (cunning or negotiation) checks can be used ZONE RANGE TABLE
to help decide social interactions. Dialogue between d20 Zone Range Band & Distance
Advantage (Adv.) & Disadvantage (Dis):
Awarded based on situational factors. Roll the EXPLORATION the players and referee can grant advantage or 01 0 Melee (5ft) or next to a creature
check twice taking the highest result (Advantage) Turns: When adventuring exploration turns take 10 disadvantage. 02-03 1 Short (30ft)
or lowest result (Disadvantage). minutes and heroes can explore one room. Chases: Use a time and proximity progress clocks. 04-06 2 Medium (60ft)
Reaction Rolls: Used to determine the attitude of Player Actions: Players may move and take one Tactics and skill checks can be used to close the 07-10 3 Intermediate (90ft)
an opponent. The referee rolls a d20 on the action each turn. distance between parties. However, if the time clock 11-14 4 Long (120ft)
Reaction Table and interprets the result. runs out before this is achieved then the target
Movement: Players move from room to room when escapes. 15-17 5 Far (180ft)
Fate Table: Used when the referee is asked a exploring. During combat, players can move one zone 18-19 6 Distant (240ft)
question and wants to leave the outcome to (approx 30ft) as part of their action. 20 N/A Escaped (Greater than 240ft)
chance. The referee rolls a d20, consults the Fate Exploring & Searching: Managed through asking
Table and interprets the result. questions and describing the scene. Checks are not EXPERIENCE AWARDS TABLE
Rounding Up: Always round figures up to the made for searching. If a hero is actively looking for Achievement XP Award
nearest whole number. something in the right area, they will find it unless a A game session was completed. 1
Exploding Damage: Granted through some class specific action is required. A side-quest was completed. 1
abilities. If you roll the maximum weapon damage, Traps & Hazards: These will generally be obvious An adventure was completed. 2
you roll that die again and add the new die roll and can be overcome through player interaction. A campaign was completed. 3
result to the original result. This occurs once only. Checks may be used to overcome physical effects. Made an important discovery. 1-3
Inspiration Re-Roll: Players may spend an Knowledge & Lore: Checks can be used to give clues Explored an adventure site. 1-3
inspiration point to re-roll a check or gain or allow questions, not solve the issue. Established something important. 1-3
advantage on a check. Overcome a story opponent . 1-3
COMBAT COMBAT Continued. EQUIPMENT
Initiative: Determines the order in which
combatants act. Roll d20 + Agility or monster/
Attacking: Roll d20 + melee or ranged skill to equal
or exceed the opponent’s defence score:
Weapons: Have a damage die rating (d4, d6 etc)
which is deducted from the target’s health in combat.
Heroes of
Adventure
NPC skill die and act from highest to lowest score. • Critical Success: Attack does double damage. Armour: Has a defence bonus (+1, +2 etc) which is
To speed up play make one roll for all opponent • Success: Your attack hits, roll for damage. added to the defence score. Some armour has a
combatants of the same type. Damage Resistance (DR) score which is deducted
• Failure: Your attack misses.
Zones: The battlefield is divided into zones of from any damage rolls.
• Critical Failure: Your weapon is damaged.
around 30ft areas. However, zones can be Shield: Has a defence bonus (+1, +2 etc) which is A classic fantasy adventure game
Damage: On a successful hit, roll the weapon damage
abstracted in size and shape to organise the added to the defence. Bookmark Edition
and deduct this from the opponents health score.
battlefield (i.e. a different room could each be a Shield Break: Shields may be sacrificed to negate all Version 1 - May 24
zone). Opportunity Attack: If two people are engaged in damage from one attack.
melee combat and one wishes to move away, the
Most combatants may move one zone as part of Inventory: A hero is assumed to be wearing clothes,
opponent may bring forward their next action to
their action. Fast creatures may move two zones as carrying a backpack and carrying up to 200 coins of
attack before the person moves away.
part of their action. Slow creatures may move to treasure. A hero may carry 12 gear slots of equipment
the edge of a zone and into the next zone on their Morale: A creature who fails a morale check is and only 3 bulky items. When you carry more than
next turn. precluded from attacking and will flee until successful this, you are impaired (act at disadvantage). You may
or physically unable to do so. Roll d20 + Will or carry double the normal allowance as a maximum.
Combat Actions: Combatants may move one
Monsters/NPC’s skill die to beat a target of 10. 200 coins equates to 1 slot.
zone and take one action as follows:
The target number increases by +5 each subsequent Ready Items. 6 items are considered ready to use
A. Attack; engage and attack an opponent.
check. A morale check is triggered when: (including carried items and any armour worn). Other
B. Press (melee); attack a person at advantage but
• Leader is killed. items are stowed and take a turn to access before use.
next attack received from this person also at
advantage. • Facing a great fear. Damage: If a critical failure occurs then the
• Health or numbers reduced to 50%. equipment is damaged. This has no immediate affect.

Rules
C. Block (melee); disadvantage on attacks made However if a damaged item is used and another
• Battle is nearly lost.
and received from one person until next turn. critical failure is rolled the item is destroyed.
Size: Creature size ranges from; tiny (Insect), small
D. Fast Move; move two zones instead of one but (Dog), medium (Human), large (Ogre), huge Repair: Items can be repaired for 25% of their cost.
take no action. (Dragon) and colossal (Behemoth). Advantage or Usage: Some equipment has a usage score and may be
E. Use Item; use a readied item or pick up/access disadvantage when attempting actions on creatures of consumed immediately or depleted through use.
an item. a small or larger size (i.e. grappling or chasing).
F. Use Ability; use an ability. WILDERNESS TRAVEL
G. Combat Manoeuvre; perform a melee based HEALTH & INJURY Hex: Wilderness maps are divided into 6 mile hexes.
combat action against a creature of your size or Travel progress is tracked on the wilderness map.
Impaired: Act at disadvantage. This occurs when
smaller. Declare a manoeuvre from the list below Wilderness Turn: Takes half a day and players can:
someone is reduced to a third of their health.
and roll to hit. On a success, the defender either
accepts the manoeuvre or takes weapon damage Incapacitated: The creature is unable to act at all. A. Move: Typically covers 12 miles/2 hexes but may
instead, this is rolled after the decision is made: Death: Occurs when someone reaches zero health. increase or decreased based on terrain and transport.
G1. Disarm; knock the opponent’s weapon from B. Explore a hex: Search to reveal points of interest.
Healing & Recovery: Injuries can be healed using
their grasp which scatters in a random direction. bandages, medicines, potions or magic or overnight C. Forage: Wilderness check to gather d4 days food.
G2. Grapple; hold an opponent which prevents an rest. Impairment and incapacitation can be overcome D. Hunt: Ranged combat check to hunt d6 days fresh
opponent from moving but does not preclude through, time, rest, a cure or a check. meat food.
them from attacking. Overnight Rest: All creatures regain d4 Health (or
G3. Knock Down; you knock an opponent to the Fortitude skill die whichever is the higher) and d4 SETTLEMENT VISITS
ground. Next round the move part of their action Inspiration (or Will skill die whichever is the higher) Settlement Turn: Takes half a day and players can:
must be used to get up, they may still attack. through overnight rest. A. Rest: Gain advantage on health/inspiration
G4. Push; you push an opponent back anywhere recovered during overnight rest.
within your current zone. ABILITIES B. Recruit: Seek to recruit new followers. DESIGN: The Nameless Designer
G5. Weaken; you target the opponents worn Abilities: Special feats linked to a hero’s class or C. Visit a shop/service. https://nameless-designer.itch.io
armour reducing their defence score by 1. ancestry. Class abilities cost an inspiration point. D. Learn new rumours.
Multiple use of this can destroy worn armour.
E. Undertake downtime activities.
Detailed movement is not tracked here.

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