Combat: Attacking and Hit Points: 6. +4 per level. This is a medieval fantasy dodging. Feats of strength adventure game/hack Combat: 9. +1 per level. and general physical ability. created under the creative Magic: 7. +1 uneven levels. commons CC license. Magic: Use of and innate resilience against magic. Features: Can use any It requires a referee, at least weapon, armor, and shield. two players, and a playset of Creating a Character Adds level to any healing twenty-sided and six-sided gained. Knows the human Roll 1d6 for class. Class dice. tongue. includes initial hit points, Core Mechanic stats, stat growths, Equipment: Sword and features, restrictions, and shield or longbow + 10 The referee narrates the equipment. world. The players interact arrows and quiver, chain with it. The referee narrates All new player characters mail armor, clothes. the reaction of the world. begin at the first level. Priest If an uncertain situation All player characters are Hit Points: 5. +3 per level. arises, the referee may human by default. adjudicate results by their Combat: 8. +1 even levels. The maximum for any stat is best judgment or ask the 18. Magic: 8. +1 even levels. player for a 1d20 roll referring to one of the two 1d6 Class Features: Can use any stats of their character. 1 Mage weapon, armor, and shield. 2 Priest Can use innate holy magic. If the result is lower than 3-6 Warrior Knows the human and holy the stat, the player must Classes tongues. state the result is a success Mage so the referee may narrate. Restrictions: Cannot use Hit Points: 4. +2 per level. arcane magic items. If the result is equal to the stat, the player must state Combat: 7. +1 uneven Equipment: Melee weapon, the result is a success with levels. chain mail armor, shield, consequence so the clothes, and holy symbol. Magic: 9. +1 per level. referee may narrate. Roll for Qualities Features: Can use any light If the result is higher than weapon and light armor. Roll 1d6 for innate character the stat, the player must Can use innate arcane physique and spirit. state the result is a failure magic. Knows the human so the referee may narrate. and arcane tongues. 1d6 Phys. Spirit 1 Strong Adept If the roll lands on 1, a Restrictions: Cannot use 2-5 Average Average critical success occurs. If holy magic items. 6 Slight Adverse the roll lands on a 20, a Only write down the effects critical failure occurs. Equipment: Staff, dagger, of notable cases (Strong, spellbook with 1st level spell, Advantage/Disadvantage Slight, Adept, and Adverse) clothes. may apply to the roll at on the character sheet. referee discretion (roll 2d20, pick lowest or highest, respectively). Strong characters add 1 to Finishing Details Armor initial hit points and Combat, and gain 1 extra hit Write down the character’s Armor reduces any physical point per level up. age (minimum adult age), (weapons, tangible sources) their sex, a short history, source of damage by a fixed Strong characters count as and a short set of objectives amount depending on its one class higher for carrying (if any). size. capacity. Players should always have Size Reduction Slight characters lower at least two character Light -1 initial hit points and Combat sheets ready for each Medium -2 by 1, and reduce their hit session. One for their Heavy -3 point increase per level by 1. current character and one Shield -1 for their replacement Light armor includes Slight characters count as leather, medium chain mail, character. one class lower for carrying and heavy plate mail. capacity. Weapons Characters can only gain the Adept characters increase Character-wielded weapons reduction of one set of initial magic by 1. come in light, medium, and armor and/or shield at a Adverse characters lower heavy sizes, each with time (the one with the initial Magic by 1. distinct damage rolls. highest reduction, unless stated otherwise). Size Damage Roll Assign 1st-level spells Light 1d6-1 Characters donning armor If the character is a Priest or Medium 1d6 they cannot use properly Mage, assign their initial 1st- Heavy 1d6+1 have disadvantage on all level spell. Light weapons include rolls. examples like daggers and Character Growth slings, medium one-handed Magic armor and shields swords and short bows, and have quality, which goes Characters require X heavy two-handed swords, from 1 to 3. The quality experience points times halberds, and longbows. increases the reduction of current level to gain a level the armor as per its size. depending on their class. Characters wielding weapons they cannot use Most, if not all, quality 2 and Characters can go up to the properly roll with 3 magic armors are at least 10th level. disadvantage to battle with medium-sized and arcane- Class X the weapon and inflict powered. Mage 25 halved damage with it. Most, if not all, quality 2 and Priest 20 Magic weapons have a 3 magic armor and shields Warrior 15 Levels only reflect statistical quality, which goes from 1 are extremely rare, more so growth. Characters must to 3. The quality adds to the than weapons and other grow further through range of critical success with magic items. diegetic world elements. the weapon and adds to the Magic armor and shields damage roll. may also reduce magical, Gaining Experience Most, if not all, quality 2 and mystical, and intangible At the end of each session, 3 magic weapons are forms of damage, on top of the referee may award each medium or heavy weapons, the possibility of possessing attending player’s character very rare, and arcane- other magical powers. 1 to 5 experience points. powered. Using Spells Critical Spell Failure Group initiative is 1d6, 1- 3 players go first, 4-6 While there are no spell For every failure or success enemies go first, re-rolling usage resources, like slots with consequence when at the beginning of each new or points, players must rolling for a spell, the critical round. always roll for spells. failure range of the user increases by the level of the Characters can move, do a If the roll lands on a critical attempted spell. major thing (swing a sword, failure, something terrible use a spell), and a minor happens. This increased range thing (unsheathe a sword, reduces by 1 for every 24 grab a potion) each round in In the case of an arcane hours the user spends any order. spell, the Mage causes a without using any magic dangerous backfire. The whatsoever. Critical successes with higher the level of the spell, combat rolls inflict double the more powerful the Spell Level and Effect the maximum possible backfire. damage of the employed If a spell would roll dice for weapon (if any) and add a In the case of a holy healing or damage, roll Xd6 possible, beneficial result spell, the Priest loses the where X equals the level of adjudicated by the referee. favor of their deity and their the attempted spell. innate powers for 1d6 days Carrying Capacity (1st to 2nd-level spells) or Using Magic Items 1d6 weeks (3rd to 5th). Characters can carry as Magic items possess either a much as logic would dictate The Priest must repent and passive effect, an activation based on their class. This in perform whatever mission power, or both. order of Warrior, Priest, and the deity asks of them Mage. within the time limit. Passive effects require no Otherwise, said deity will magic rolls. However, they Death forsake them forever. may require specific in world conditions to work. If a player character reaches Spells and Conversion 0 hit points, the player must Activation powers always state this to the referee. Priests and Mages can require a magic roll. attempt to use spells of a The referee will then level equal to or lower than Combat adjudicate what happens to half their level rounded up. the character. Like death, As such, spell levels go from Combat occurs through dismemberment, bleeding 1st to 5th level in this hack. theater of the mind or grid out, unconsciousness, etc. less terrain, using Priests and Mages can also approximate distances. Recovery attempt to use spells of a higher level, but their critical Combat can apply either Characters recover hit failure range when without initiative or with points equal to their level attempting it increases by group initiative. every day, provided sleep is the level of the attempted possible. spell. Non-initiative combat is live fiction. The referee will All healing potions and non- simply narrate, ask for rolls, magical healing methods and manage perspective as heal 1d6 unless stated it best fits the context of the otherwise. fiction. NPCs Other For example, after three months, a character learns Non-player characters only Other involves special the mastery of the rapier need the following stats: Hit features beyond what the and fencing. Dice, Attacks, and Other. fiction already implies. This may include magic, a The referee adjudicates the Hit Dice biological ability like a training as quality 2. This poisonous stinger, a poison- means the character, a level For each hit dice, a laced weapon, etc. 2 Warrior, will have a 13 humanoid or mundane NPC Combat stat and 1-3 critical rolls 1d6 hit points. More NPC Difficulty Options success chance while using monstrous or empowered the rapier. If the NPC has a number of NPCs may roll 2d6 hit points per hit dice instead. Hit Dice equal to or greater Magical Skillset and than the character’s Developing Powers Optionally, the referee may level+2, apply disadvantage choose to use average hit on all the character’s rolls While the use of leveled points for an NPC per Hit involving the NPC. spells is restricted to Priests Dice based on threat instead and Mages, characters can of rolling. 2-3 for mild, 3-4 If the NPC has a number of still gain magical benefits for considerable, 4-5 for Hit Dice equal to or greater and powers by finding them tough, and 6 for the than the character’s level, in the game world. For toughest. add the difference to all the example: character’s rolls involving When an NPC reaches zero the NPC. A character sells their soul in hit points, the referee a blood ritual, gaining the adjudicates what happens Training ability to regain hit points based on context and intent. Training can occur through every time they inflict the course of play, taking in- damage (or draw blood). Attacks game world time and resources to accomplish. A non-Priest/Mage learning Attacks involve the method the holy or arcane tongue of attack and the number of This training can benefit and receiving training to attacks. characters both generally wield holy or arcane magic and, at times, stat-wise. items better (specialized As a baseline, an NPC can stat). Combat Skillset inflict 1d6, 1d6+1-5, 2d6, or 2d6+1-5 damage with their This includes specific Like other skill sets, any attacks. training on a type of weapon specialized stats increases or a style of combat. can range from 1 to 3 1d6 and 1d6+1-5 refer to depending on the quality of most humanoid and beast After training properly, this training. attacks. 2d6 and 2d6+1-5 grants an equal increased refer to powerful methods of combat stat and critical General Skillset attack, ala giants, success range when using empowered weapons, This includes learning how said weapon/style. to play an instrument, a new dragon breath, etc. This increase can range language, how to This is only a baseline. The from 1 to 3 depending on manufacture a poison, how referee may add dice or the quality of training. to pickpocket properly, etc. modifiers to enemy attacks as it best fits the situation. Burglar Class Demi-Human Races Halfling
If using the Burglar class, If using demi-human Benefits: Advantage in rolls
apply a third stat known as races, apply the following to evade deadly effects. Burglary. character creation method. Advantage when hiding by standing still. Advantage Everyone can attempt Roll 1d6 for race. On a 1-5, when battling giant-sized Burglar-like skills, but the character is a human. enemies. Knows the halfling Burglary refers to On a 6, roll again for demi- tongue. exceptional cases, like human race. climbing sheer surfaces and Restrictions: Cannot use 1d6 Race heavy weapons. Can only go hiding in shadows. 1-2 Dwarf up to the 4th level. Carries as If using the Burglar class, 3-5 Halfling one class below. Mages, Priests, and Warriors 6 Elf have a 5 Burglary stat, and If the result is a human, roll Experience: Add 5 to it never grows with level. for class and qualities experience requirement (X). normally. If using the Burglar class, Elf use the following class-roll If the result is a demi- human, roll 1d6 for class Benefits: Counts as a Mage method during character depending on the race first. on top of being a Warrior (or creation. Burglar), using the best 1d6 Class Dwarf stats, hit points, and stat 1-2 Burglar 1-2 Burglar growths of both classes and 3 Mage 3-6 Warrior using both their features 4 Priest Elf and restrictions. 5-6 Warrior 1-3 Burglar Burglar 4-6 Warrior Infravision. Immunity to Halfling magic sleep, paralysis, and Hit Points: 4. +2 per level. 1-4 Burglar charm. Can detect hidden 5-6 Warrior doors and traps more easily. Combat: 8. +1 even levels. If not using the Burglar Knows the elf tongue. Magic: 8. +1 even levels. class, demi-humans are Restrictions: Can only go always of the Warrior class. Burglary: 9. +1 per level. up to the 6th level. Dwarf Features: Can use any Equipment: Elf characters weapon and light armor. Benefits: Infravision. use the equipment of their Knows the human and Advantage in rolls to resist Warrior/Burglar class but Burglar tongues. Carries magic and poisons. Can add a spellbook with their 1st more than a Mage but less detect hidden architecture level initial spell to it. than a Priest. more easily. +1 extra hit Experience: Add 15 to point per level. Carries as Equipment: Dagger, experience requirement (X). one class above. Knows the leather armor, Burglar tools, dwarf tongue. and clothes. Restrictions: Cannot use Experience requirement: long-reaching weapons and Burglars require 12 (X) long bows. Can only go up to experience points times the 5th level. their current level to gain a level. Experience: Add 5 to experience requirement (X).