This game is intended to suit brand new players and can work for fantasy or sci-fi.
How to Play
The medium of the game is conversation. Follow this pattern:
- First, the Game Master (GM) describes a scene or situation.
- Second, players describe what their characters say or do.
- Third, the GM determines and describes what happens.
- Repeat until the scene or situation is resolved. Then, establish a new one.
Grounded Fiction
Fiction doesn't mean anything goes! Try anything if it makes sense in a believable make-believe world. Use the stock of your crossbow for an improvised weapon strike or flip a table and fling its contents at a foe.
Rolling Dice
Roll your dice pool (1 to 3) and compare it to a difficulty (2 to 12). If actions are contested by an opponent, the highest roll wins. Ties go to the defender.
Die size is based on skill:
- d4 = average
- d6 = trained
- d8 = skilled
- d10 = expert
- d12 = master
Difficulty
2 to 12, and it should feel intuitive. No roll if something can reasonably succeed. 1 is bad - the GM can ascribe a narratively appropriate consequence.
- 2 = Trivial
- 4 = Novice
- 6 = Intermediate
- 8 = Expert
- 10+ = Master
Push Fate
If the difficulty is out of reach, increase your base die by one step (ex: d4 to d6). Must be emotional, environmental, or resource driven. Maybe a personal goal or loved one is at stake, or features of the environment can give you an edge such as a storm wind that divert arrows.
Dice Pool
Your base roll is one die. Add additional die based on situations (one to three dice). Roll and keep the highest die.
Player Characters (PCs)
Create an ordinary person who becomes an adventure. You start out as a nobody, but you have a chance at greatness.
Attributes
Characters have five attributes. Begin with one d8 and two d6s. The rest are d4s. At character creation, you may upgrade one by one die size.
- Strength measures brute force, lifting, carrying, melee, and brawling
- Agility measures reflexes, throwing, sneaking, tumbling, ranged weapons, hand-eye-coordination
- Knowledge measures lore, knowledge, technology, crafting, tool use
- Vitality measures your resistance to poison, fatigue, disease, enduring harsh weather, going without sleep, to avoid stagger and stun
- Willpower measures magic, resistance to stress and effects against the mind
Player Skill Over Character Skill
Statistics don't describe your character's personality or mind! Players portray their character. Rely on your own charisma, wisdom, intelligence, and luck!
Below is a list of actions or reactions associated with each attribute.
Strength
Melee for attacking and parrying with melee weapons
Brawling for barehanded attacks and grappling, to avoid being shoved
Athletics for climbing and swimming
Agility
Projectile & Throwing Weapons
Tumbling to balance and land after a fall
Defending against attacks
Sneaking to move silently or hide in shadows
Pickpocket to pick pockets, plant items, or cut purses without notice
Knowledge
Tools is your ability to use tools such as lockpicks or to use mechanical devices
Crafting is your knowledge of creating quality goods such as alchemy
Lore is your knowledge of history, nature, religion, society, and obscure things
Medicine to diagnose and treat people or animals
Tracking for finding and following tracks
Games for card games, board games
Vitality
Resisting fatigue, disease, poison, etc.
Willpower
Sense to detect magic or divine the unseen
Channeling to commune with entities and command them or their powers
Weaving to manifest effects, conjure, mend, ruin
Talents
Choose one talent. Your talent lets your roll a bonus die when you make specific actions, or gives you special abilities.
Attractive: Add a bonus +2 to reaction rolls
Bushcraft: Add a bonus die to tracking rolls and wilderness survival
Elemental Affinity: Once per day, ignore harm from one elemental (choose)
Gambler: Add a bonus die to a game of skill or chance
Healing Hands: Restore 1 health with a touch per character per day
Magic Bloodline: Roll a bonus die to resist magic that causes sleep or charm
Thievery: Add a bonus die to picking locks or pockets
Weapon Specialist: Chose one weapon. Roll a bonus die to attack.
Resources
Divide 5 points among three resources. Recover completely each day. GMs should feel free to make recovery rate slower or faster, or require specific rest or treatment.
Health: Subtract 1 if hit. KO'ed at 0.
Stamina: Spend 1 to exert yourself and add a die to your pool or push fate. Subtract 1 if you fail a roll to resist fatigue.
Magic: Subtract 1 to cast a spell.
Gear
Adventurers and explorers need gear. Gear is managed with "slots" as shown below. Slots describe your carrying capacity. There is no catalog of gear. If you want something at character creation, write it down.
Character Slots
Weapon
Armor
Shield
Ring
Ring
Pocket or Pouch
Pocket or Pouch
Backpack Slots
Rations
Water Canteen
Torches
Rope
Ammunition Container
Currency
Tools
Personal Item (a memento or trinket)
Other
Magic and Extraordinary Powers
Character creation is when you choose if your character can use magic or other extraordinary powers. Refer to the Magic Section.
Character Improvement
Milestone based. Complete an adventure or train under an NPC instructor. Improve one attribute by 1 die size, increase a resource by 1 (cap 5), add a new talent, or add another gear slot. To earn a d12 attribute, complete an extraordinary milestone. Characters should not fulfill multiple milestones per adventure.
Combat Section
Combat should feel intuitive, fast and fluid. Transition in and out of combat seamlessly. Measure space with your pencil or hand rather than count spaces.
Time
One combat round represents a few seconds.
Turn Structure
Whoever acts first in the scene goes first. Then, turns go clockwise around the table.
Turns
Move without acting, act without moving, or move as part of your action, but acting ends your turn. No double moves or double actions.
Movement and Range
Precision and tracking literal space is not the intended way to play. Use abstract space. A pen, pencil, or your thumb and first finger is about 6".
- 1" or less is melee range (eyeball it)
- 6" or less is short or throwing range, and is also normal movement
- 12" or less is medium range (no penalty for ranged weapons, -1 die for throwing)
- 18" or less is long range (-1 die)
- Cannot attack beyond 18"
Opposed Rolls
Any time your action is opposed by another character. Example: Attacking an opponent. Each character rolls the applicable attribute. Ties result with nothing substantial.
Character Death
No complex countdown. At 0 hp, you're KO'ed for the length of a scene or encounter. Subsequent hits are automatic deathblows. No resurrection.
Attacking
Choose an opponent within range. Attacker and opponent roll their appropriate die pool. Highest roll wins. Ties mean nothing happens. On a hit, opponent subtracts 1 health.
Defending
Spend your action to Defend, add a die to your pool.
Brawling and Grappling
Unarmed strikes don't subtract health unless the opponent rolls a 1 or is unable to roll. While grappling, unable to move or act based on the logic of the pin, hold, shove, etc. To escape a grapple, use an action and make a successful roll. If you're on your feet, you can move on the same turn you escape. Attacking barehanded or with small weapons like daggers is effective in a grapple if arms are reasonably unrestrained.
Hit Locations / Disarming / Other Maneuvers
The attacker subtracts one die from their pool (minimum pool 1). If already at minimum pool, opponent gets a bonus die to oppose.
Magic Section
The availability of magic depends on the genre and setting of the game. In a sci-fi game, it may be PK or ESP instead.
Theme
Choose a theme for your character's magic that suits the setting and tone of the game, and discuss its limitations with the GM.
Casting
No catalog of spells! Magic is freeform. Describe the effects of the spell you want to cast that suits your theme. Then roll against either a difficulty or an opposed roll. All spells cost 1 magic to cast regardless of success.
Difficulty
Magic should be mystical but not super heroic of physics breaking. A difficulty scale is below.
- 1 Something unintended happens! This is up to the GM.
- 2-3 spells that effect one character or object, have one trivial effect, a short range, short duration. Manipulate an object remotely, conjure a small illusion, or detect if an object has magic.
- 4-5 spells that effect one character or object, have one minor effect including damage or a condition, a medium range, short duration
- 6-7 effect one character or object and up to three adjacent or nearby characters or objects, one minor effect, a medium range, short duration
- 8-9 effects an area, one major effect or multiple minor effects, a medium range, a short or medium duration
- 10+ multiple or powerful effects, multiple characters, a long duration, great range
Game Master (GM) Section
Rules are not intended cover everything, that's why there's a GM!
Rulings
The GM determines the outcomes of actions. Base your rulings on the established logic of the setting and the fiction. Rulings should make sense for a believable make-believe world.
Preparing and Running Games
Keep it simple. Less is more. Rely on improv.
Design problems, not solutions. Allow the players to find their own solutions.
Prep the setting and the characters who live there, not the story.
Prepare obstacles and opportunities. Let the players find these themselves.
Dice and Rules
Dice and rules are not in charge of the game. Dice are for simulating things we can't do at the table. Rules are for structure.
Reaction Rolls
When the player characters (PCs) meet new non-player characters (NPCs), roll two six-sided dice (2d6) to determine the NPCs starting attitude towards the PCs. High is favorable, low is unfavorable. Middle numbers are neutral.
Morale Checks
Thinking, feeling people and beasts do not want to fight to the death. They act on a sense of self-preservation when reasonable. When in doubt, roll to determine if they continue to fight or if they attempt to parley, surrender, or retreat.
Fate Die
When you want to be surprised by what happens next, roll a d6. Low numbers mean something unfavorable to the players, high numbers mean something favorable happens to the players.
Sample Setting
Adventures take us from a settlement to a dungeon, and across the wilderness in between. Settlements are any town or hub with non-player characters (NPCs) who offer resources and quests. The dungeon is any place where the player characters (PCs) overcome dangerous challenges and obstacles for a reward, even a derelict ship or the ruins of a colonny. Wildernesses are untamed, wild, and un-explored lands, seas, or space routes.
Settlement: Haven
Society: small frontier town with a lot of simple rugged folk
Politics: Good Sheriff Reed enforces the law. Honest Mayor Baker runs the town.
Economy: Haven is self-sufficient with many trades. Includes a Traveler's Lodge, Smithy, Bowman, and general trader.
Religion: Church of Lucius run by Father Maxwell.
Military: sheriff and militia only, no military
Local Experts: Jeff, an old huntsman with failing eyes; Mack, a retired veteran with a bad sword arm; Les, a surgeon with an addiction.
Local Conflicts: infrequent confrontations with raiders. Reward for their leader Red Samuel AKA Samuel the Manslayer.
A Wild Maneater: an injured cougar is forced to hunt men, women, and children for food.
Goblins: people who go to far west off the edges of the map don't always come back. Some people claim to have escaped goblins out there.
Wilderness
Terrain: mix of plains, hills, forrests, occasional rocky outcropping
Climate: Mediterranean. Hot, dry summers but cold wet winters.
Local Landmarks:
Nina River. Shallow but wide. Non-navigable
Gregory's Pale. Wide, deep. Occasional floods during the winter.
Pagan Shrine: A stone monument to some nature deity hidden in the woods. Occasionally littered with empty alcohol bottles sold in town.
Animals: Crows, rabbits, elk, occasional bears, cougars, venomous snakes
Plants: Oak Trees, Fruit-bearing trees (apple), Devil's Thorn, Mako Leaf, Vigor Root, Elder Berry
Dungeon: Old Lionheart Fortress
History: This fortress was intended to be the springboard for expansion into the frontier, but the alchemist loosed something he couldn't control and the fortress was abandoned.
Goal: vault filled with gold deep inside
Challenges: traps, monsters
Factions: black tooth goblins lead by Snake Biter; Raiders lead by Red Samuel
Notable Rooms: alchemists' workshop; prison; kitchen; grand banquet hall; art gallery; servants' quarters; lord's quarters; old barracks.
Other Inhabitants: a slime; a half-troll hiding from society; a speechless wooden man animated by a mysterious alchemic source; a mad homunculus with a fatal flaw trapped in a coffin.


