Simple RPG
v1.0
Step I: Cultural Origins
Primitive Cultures
• Ardonite (Woodland Travel): Wild remnant of a forgotten people who live in the deep, ancient
woodlands of the north.
Barbarian/Nomadic Cultures
• Aegoli (Mountain Travel): Stocky barbarians of the rocky highlands and remote, fertile valleys
of the passes.
• Caladan (Seamanship): Raiders, slavers and pirates from the cold fjords of the far north.
• Hyrkani (Born to the Saddle): Nomads of the expansive steppes who live and fight with their
sturdy ponies, and are expert marksmen.
• Khosian (Desert Travel): Mysterious bedouin tribes of the unforgiving deserts that sweep the
south.
Imperial Cultures
• Aquinian (Start with d6 Legend dice): A fallen and tainted race whose vast empire has
crumbled and splintered.
• Kordovan (+1 Spirit): Fiercely independent dominions along the rugged coastline that was
once considered the wilderlands of the Empire.
• Phoenian (+1 Luck): A swarthy and cunning race who cultivated the breadbasket of the
Empire.
Civilized Cultures
• Gith (+1 Wisdom): A proud people who claim themselves to be the heirs to the Empire.
• Havaxian (+1 Luck): A decadent hive of scum and villainy, yet it remains the fiercely
independent center of trade and economy in the realms.
• Ostander (Born to the Saddle): The settled descendants of Hyrkanian wanderers who have
carved a mighty dominion with their powerful knights.
• Tys (+1 Might): Rebellious and fierce men of the north who are uneasy allies of their southern
kin – the Gith – in their young dominion.
Enlightened Cultures
• Istandari (+2 vs supernatural beings, ½ penalty vs Terror): A decadent theocratic culture who
still clings to their former glory of old.
Step II: Attributes
Attributes will be contested during the game, and will become impaired if you fail, and wounds will be
inflicted in battle. The score of an attribute will change over the course of an adventure.
Might
A measure of strength, fitness, agility, stamina, and fighting ability. To determine starting score, roll
1d6 and re-roll 1s.
Luck
A measure of good fortune, cunning, stealth, subterfuge, deception, and trickery. To determine starting
score, roll 1d6 and re-roll 1s.
Wounds
A measure of the number of losses a character can sustain before he is defeated or dead. To determine
starting score, roll 1d6 and re-roll 1s. Your Wounds can never be higher than your Might.
Spirit
A measure of willpower, bravery, persuasion, and leadership. Starting score is 1.
Wisdom
A measure of education, obscure knowledge, memory, and perception. Starting score is 1.
Legend
A measure of experience, represented as a bonus dice that is rolled in every contest. Starting score is
d4. Legend will improve with experience, increasing the size of the dice to d6, d8, d10, and d12.
Step III: Social Class
Roll 1d6 to determine social class and record the special skill. To determine the bonus to Luck and
Wisdom, roll the specified number of d6 and gain a +1 to the attribute for each 6 that is rolled.
1d6 Social Class Skill Luck Bonus Wisdom Bonus
1 Outsider Direction Sense 3d 2d
2 Slave Streetwise 5d 2d
3 Peasant Strong Back 4d 3d
4 City-dweller Appraise 5d 3d
5 Scribe Organize 3d 5d
6 Noble Seek Audience 3d 5d
Step IV: Previous Experience
Represents the most significant experience of a character prior to picking up the adventurer “trade”.
Provides a special skill, and possibly some bonus equipment.
To earn this bonus equipment, you must win a simple contest of either Might or Luck (your choice).
Archer
A skilled marksman – a professional mercenary.
Culture note: not for Imperial characters
Skill: Marksman
Bonus: Bow, quiver, 12 arrows, helm.
Bandit
Desperate men living in the wilderness and preying on merchants and other travellers.
Culture note: -
Skill: Hiding
Bonus: Roll once on the Random Treasure Table.
Barbarian Warrior
Ferocious raiders from the steaming jungles, icy fjords, rugged highlands, and dense forests.
Culture note: any Savage culture
Skill: War Cry
Bonus: Roll once on the Random Treasure Table.
Borderer
Lone hunters and scouts, forever on the trail of their quarry.
Culture note: -
Skill: Read Tracks
Bonus: 2 javelins, net, foxskin hat
Horse Archer
Adaptable shock-troops, skilled with bridle and bow.
Culture note: not for Imperial or Savage cultures
Skill: Running Shot
Bonus: Bow, quiver, 12 arrows
Gladiator
These men have fought to the death in the arena for the pleasure of the crowds.
Culture note: -
Skill: Killing Blow
Bonus: Greaves, spear, and helm
Knight
Heavily armoured warrior-nobles from the great and influential families.
Culture note: only Nobles from civilized cultures.
Skill: Mounted Combat
Bonus: Scale mail cuirass, horse, helm, spear.
Officer
A proud captain of fighting men – educated and eager for promotion.
Culture note: only Nobles from civilized cultures.
Skill: +2 Wisdom
Bonus: Plate mail cuirass
Pirate
Scourge of the high-seas, and raiders of coastal settlements, always in search of booty.
Culture note: -
Skill: Swift Strike
Bonus: Roll once on the Random Treasure Table.
Scholar
Wise academics and sages, seekers of hidden knowledge with amazing powers.
Culture note: only for Imperial cultures
Skill: Knowledge is Power x4
Bonus: Roll once on the Scholar's Treasure Table.
Special: A scholar begins with a Might score of 1, and rolls 1d6 (re-roll 1s) for Wisdom.
Skirmisher
Skilled light troopers with little or no fear in the face of death.
Culture note: -
Skill: Evade
Bonus: Sling, dagger, sac, sun-hat
Soldier
Men of the legions and mercenary companies who are tough and disciplined.
Culture note: not available to Savage cultures
Skill: Diehard
Bonus: Chain mail cuirass, and greaves
Spy
Shadowy figures in the alleyways and palace courtyards; assassins and deceivers.
Culture note: -
Skill: Silent Movement
Bonus: Dagger, false papers, stolen key (talk to DM)
Thief
One of the clever thieves, burglars and cutthroats who thrive in most cities.
Culture note: -
Skill: Open Locks
Bonus: Two daggers, and two phials of Aqua Noxious (deadly poison)
Tomb Robber
Brave or foolhardy plunderers of tombs, graves, temples and pyramids.
Culture note: -
Skill: Sixth Sense
Bonus: Roll once on the Random Treasure Table.
Random Treasure Table
1d6 Treasure Notes
1 Exotic Bow Bow, with quiver and 10 arrows.
2 Cavalry helm Ornate, plumed cavalryman's helm.
3 Silver knife Blessed by the goddess Luna to harm 'creatures of the night'
4 Cloak brooch Golden brooch in shape of an animal, worth 250 sp.
5 Aqua Somnus Potion of deep sleep that lasts for 2d4 hours.
6 Aqua Vitae Refreshing potion of healing 1d3.
Scholar's Treasure Table
1d6 Treasure Notes
1 Phial of invisible ink Most scholars know the secret of reading invisible ink.
2 One potion Choice of a single potion.
3 Magnifying lens Simple convex lens.
4 Telescopic pole Small 1' rod that extends to 10'.
5 Folding mirror Perfect mirror in a folding, rectangular box.
6 Magnetic weight Small, star-shaped metal weight that is magnetic.
Step V: Skills
Appraise: accurately assess value of common treasures and trade goods.
Born to the Saddle: +2 to position rolls when mounted.
Desert Travel: knowledge of the hazards of travel in the desert and how to survive. Can act as guide.
Diehard: reduce all damage by 1 point, to a minimum of 1.
Direction Sense: always able to retrace steps, know direction just came from, and sense where north is.
Disguise: skilled not only at disguise, but also at impersonating others.
Evade: can immediately flee combat by winning a Luck contest, when wearing only light armour (no
more than 2d6 total) and using light weapons.
Far Throw: +1 range with thrown weapons.
Healing Herbs: spend four hours and a Luck contest to find 1d3 useful herbs. It takes a half-hour to
prepare them for storage (up to one week) or immediate use in treating wounds (1d3) or as an antidote.
Hiding: expert at concealment, ambush and covering own tracks, imposing a -2 penalty for an
observer.
Jungle Travel: knowledge of the hazards of travel in the jungle and how to survive. Can act as guide.
Killing Blow: inflict double damage on a melee attack if you win a Luck contest.
Knowledge is Power*: learn special Scholar powers. Starting character learns 4, subsequent use of this
ability learns only 1.
Marksman: inflict double damage on a missile attack if you win a Luck contest.
Martial Arts: +1 damage with Brawl attacks.
Mountain Travel: knowledge of the hazards of travel in the mountains and how to survive. Can act as
guide.
Mounted Combat: +2 to melee attack rolls when fighting from horseback.
Organize: optimize the efficiency of a group, able to stretch resources, and find needed items.
Pick Locks: expert at picking locks. Requires a tool and a Luck contest.
Read Tracks: expert ability to read and discern tracks and spoor to learn detailed information about
any quarry.
Running Shot: no penalty to Aim rolls from movement, even when mounted.
Scale Sheer Surface: can skillfully climb near-sheer surfaces without a Might contest, unless it is
slippery or there is distraction.
Seamanship: experienced sailor with deep knowledge of navigating one of the major seas.
Seek Audience: familiar with court etiquette and ritual, able to access high-ranking personages.
Silent Movement: able to creep about in total silence.
Sixth Sense: a preternatural “feeling” of nearby traps, ambushes, and secret or concealed doors, instead
of having to trust only to Luck.
Streetwise: experience with crime and urban underworld, able to access rumours and resources with a
Luck contest.
Strong Back: double Might when considering carrying capacity.
Swift Strike: +2 to positioning roll on the first round of combat.
Turn a Profit: can sell used items for 4/5 value, broken (but repairable) items for 1/5 value.
War Cry: ferocious battle-cry can be used by winning a Spirit contest against a fresh enemy, and gives
+2 to melee attack rolls against human enemies in battle for 1d6 rounds.
Woodland Travel: knowledge of the hazards of travel in the woodland and how to survive. Can act as
guide.
Step VI: Equipment, Arms & Armour
Standard starting kit includes all of items in A, one if the items in B, and 1d4+1 items in C.
A B C
All Items One Item 1d4+1 Items
• Knife • One weapon of choice • Dagger
• Waterskin • Scroll case, 3 blank • 50' rope and grapple
• Belt pouch scrolls, ink & quill • Helmet
• 3d6 sp • Shield
• Sac • Leather cuirass
• 14 days of rations
• Pack
Carrying Equipment
Normal carry limit is Might +8 items.
Maximum carry limit is Might +12 items, but imposes a -1 penalty on all activities and move at ½
speed.
An item is any object that can be held in one hand. Larger, or two-handed items, will count as two
items. Some items that are worn do not count, such as pouches and hats.
Armour counts as a number of items equal to the number of armour dice it provides.
Heavy Arms & Armour
Weapons and armour are heavy and unwieldy, requiring considerable strength to use properly. An
adventurer's Might ability must not be less than his armour dice pool or his weapon attack bonus,
otherwise he suffers a penalty to his position rolls equal to the difference.
Weapons
Weapon Ability Attack Defence Range Price
Battleaxe Sword +2 +1 1 100
Bow* Aim +3 - 5–6 150
Club Sword +1 +1 1 5
Dagger+ Sword +2 0 35
Javelin Aim +3 - 2–4 60
Shield Shield - +1 n/a 100
Sling Aim +1 - 3–5 10
Spear** Spear +3 +1 2 20
Staff* Spear +1 +1 2 5
Sword+ Sword +4 1 150
Unarmed Wrestle +0 +0 0 -
*weapon requires two hands to wield.
**weapon requires two hands to wield, but a shield can also be worn.
+when a sword or dagger is wielded alone, the attack/defence bonus can be split as
desired, otherwise it is split evenly.
Armour
Armour will deflect damage on a roll of 4+ of any armour dice.
Armour Armour Rating Penalty Price
Greaves (legs) 1d6 -1 position 125
Helm 1d6 -1 missile 100
Leather cuirass 1d6 -1 melee attack 300
Mail cuirass (scale or chain) 2d6 -1 melee attack, -1 missile 900
Plate cuirass 3d6 -1 melee attack, -1 missile 2700
TODO: Equipment lists
Step VII: Details
• Name.
• Appearance.
• Characteristics.
• Motivation.
Languages
Most characters will speak multiple languages, with either a basic level (thick foreign accent or dialect,
and recognition of only basic written words), or a fluent level (wide vocabulary, inferred speech,
excellent literacy, and knowledge of native literature).
A character begins with a number of language points equal to his Wisdom score.
Contests
A contest occurs when two or more entities have a conflict of interest, or when one seeks to gain an
advantage over another.
This may include contests against “static” entities, such as a character trying to climb a wall, cross a
river, smash through a door, pick a lock, or research an ancient text. It may also include contests against
other characters and NPCs (including monsters and beasts), such as sneaking past a sentry, soothing a
beast through song, or winning a footrace.
Goals
The goal of the acting character is very important, and the DM will use this to determine if a contest is
required (i.e. if the goal is in conflict with the interests of another entity).
How a player frames his goal may help steer the contest to a particular ability, but this decision is
ultimately left to the DM.
Simple Contests
A simple contest is resolved by one roll from each contestant. The highest result wins, and proves that
character is the best. In the case of a tie, the aggressor wins.
Opposition
If there is no specific, named character acting against the characters, the DM will simply roll 2d8 as the
difficulty.
The DM has the option to increase the sizes of these dice by spending Strife tokens.
Rewards
Each contest is a chance to win glory. If you win a simple contest, you earn one point of glory. In
addition, if your character has the highest result on your side of the contest, you gain additional glory
equal to the amount of strife spent on the contest, plus one.
In the case of a tie among the characters, nobody gets the additional glory.
Loss & Impairment
If your result is lower than the result of the opposition, you lose the contest. Losing a simple contest
results in impairment equal to the number of successes the winner has over you.
Harmful Contests
The DM has the option to make a simple contest harmful. A harmful contest deals one wound per
success to any character who fails it, in addition to impairment.
Helping
You may use an ability to help another character, giving them your legend dice. This will result in an
impairment on your ability, but will also earn you an oath from the other character.
Anyone may choose to help before the contest roll, but after the contest roll is made, you may only help
if your legend dice could provide sufficient bonus to result in success.
Giving a helping ability will always earn you an oath from the other character.
Trying Again
A standard, simple contest cannot be attempted again unless the situation has changed in at least two
significant ways – different time, different place, different action and ability, or different characters
Battle
A battle is divided into rounds of action, each separated by a break.
During a round, combatants will roll for position, attack, and defence.
Starting Range
Set by the DM.
Bright Dim Dark
Open Outdoors 7 6 5
Rugged Outdoors 6 5 4
Dense Outdoors 5 4 3
Large Indoors 4 3 2
Small Indoors 3 2 1
Cramped Indoors 2 1 0
Combat Round
Arm Yourself
Before the position roll is made, combatants must choose their arms for the round.
Position
An abstract representation of initiative, advantage, openings, and feints. Think of it as battlefield
awareness and good reflexes, instead of distance and visibility.
The position roll is a contest of Might. Each combatant then moves, in order from lowest to highest. A
combatant may move himself or another combatant with a lower position roll.
The combatant with the highest position roll may make two moves.
Range & Order of Action
The optimal range of a weapon is where it is most effective.
Combatants strike in order of weapon range, and position, starting with close-range weapons first.
1. Unarmed, Dagger
2. Sword, Club, Battleaxe
3. Spear, Staff
4. Javelin, Sling
5. Bow
Attack
Make one attack. Roll 1d6 + Legend + Might + Weapon Attack, and if you equal or exceed the
target's defence result, you score a hit.
You score an additional hit for every four points by which you beat the defence result.
• If the target is +/- 1 range strip out of optimal range, you suffer a -2 penalty to attack.
• If the target is +/- 2 range strips out of optimal range, you suffer a -4 penalty to attack.
• You may not attack a target that is more than +/- 2 range strips out of optimal range.
Defend
You defend every attack that is made against you. Roll 1d6 + Legend + Might + Weapon Defence,
and if you exceed the attacker's result, you avoid the blow.
For every additional attack you face, you suffer a -1 penalty to your defence.
Every successful defence roll will grant a +1 on your next position roll.
Armour
Armour will deflect damage from attacks that hit you. You have the option to roll your entire armour
dice pool, and if any of the rolls are 4+, the attack is deflected, and one piece of armour becomes
impaired.
Wounds
If a successful attack is not deflected by armour, it will cause wounds to the target. Wounds are
recorded on the wound track. Mark off the wound box equal to the number of hits inflicted. If the box
is already marked, then mark the next highest box.
Defeat
When a character's hits are reduced to 0, he is defeated. If he wins a contest of Luck, he may just be
captured or left for dead, otherwise, he is slain.
Special Rules
Missile Attacks
Missile attacks are made against a defence of 1d6 + Legend + Luck.
Off-Hand Attack
A character may always make an off-hand attack – even when unarmed, or wearing a shield – but the
attack is made only with Legend + Weapon.
Interludes, Advancement & Fate
Oaths
An oath is a promise of future aid. Each character starts the game with one or more oaths from other
characters (and also probably owing a few).
You may call on up to two oaths at once, and when you call on an oath, you may demand:
1. a helping ability bonus,
2. a healing roll during an interlude, or
3. to move as instructed during the positioning phase of a battle.
Cancelling & Earning Oaths
When you give another character a helping bonus, you cancel an oath that you owe them. If you don't
owe that character an oath, then they now owe you one.
You may earn and give oaths by negotiating with other characters. For example, “I won't challenge you
for leadership of the group in exchange for an oath.”, or “I'll move that enemy closer to you if you give
me an oath.”.
Refusing an Oath
You may refuse a call on an oath, which will cancel it, but your fate will increase by +1.
Interludes
A special type of “scene” in the game that is called for by the players to allow their characters to
recover from wounds and to restore impaired abilities.
If there isn't unanimous agreement to have an interlude, it can be settled by a leadership contest (Orate).
Warning! For every interlude that the party takes, the DM gains +4 Strife tokens that he can spend to
increase the difficulty of challenges, or to enhance enemies in future encounters.
A character can only perform one activity during an interlude: refresh abilities, heal wounds or act as
sentry.
Sentry
A character on sentry is on the lookout for hazards and ambushes while the party has an interlude in a
non-secure location.
Call for Refreshment
A character may spend an interlude in refreshment, and may issue up to two challenges to the party,
naming the ability to be contested. All players in the contest will roll against a static 2d6 difficulty, and
victory will restore any impaired abilities or armour.
• Each character removes one impairment per success in the challenge.
• Character who issued the challenge removes another level of impairment.
• The highest rolling, victorious character earns +1 glory.
• Losers in the challenge owe an oath the character who called the challenge.
Music
The music ability is especially good for refreshment, and will remove an additional level for the
victors.
Healing
You may spend an interlude healing your own wounds or the wounds of others.
To heal a character, you must win a contest of Heal against a static 2d6 difficulty. You recover one
wound per healing success.
If you lose the healing contest, your Heal ability becomes impaired.
Advancement
Glory
Glory is the measure of an adventurer's experience, renown and success. The greater your deeds, the
greater your glory. You earn Glory from simple contests, from battles, and from treasure (finding and
spending it).
Advances
10 Glory = 1 Advance
Increase an Ability: To increase an ability score by +1, spend a number of advances equal to the
ability's current bonus +1. You can only raise by +1 at a time.
Learn a New Special Skill: To learn a new special skill, spend a number of advances equal to your
current number of known special skills.
Legend
Every time your adventurer earns an advance, add one to his legend level. This is a record of the
exploits of the adventurers in your group. The adventurer with the highest legend score is the current
“winner” of the game, and their name will be remembered long after the others have vanished in the
mists of time.
The adventurer with the highest legend score gets +2 to Orate contests to lead the band.
Legend Dice
Your legend increases as your fate approaches. The legend dice is rolled along with a d6 for every
contest that you roll.
Fate Level Legend Dice
1–2 d4
3–4 d6
5–9 d8
10 – 14 d10
15+ d12
Fate
A measure of the character's inexorable march to his fateful end.
Gaining Fate
Fate only increases – there is no way to reduce it.
• +1 fate to avoid all damage from one attack.
• +1 fate when your character is defeated.
• +1 fate when you refuse a call on an oath that you owe.
• +1 fate when you advance an ability to +5.
• +1 fate when your character completes a significant quest or adventure.
• +1 fate to contest or battle a demon, deity, or otherworldly being.
Meeting Your Fate
When you run out of fate, your tale is almost ended. You may complete one more quest before retiring.
At retirement, your legend will let you narrate how your adventurer meets his fate.
Legend Total Fate
<= 10 Tragic end. Life and death not remembered.
11 – 29 Pleasant end. You are surrounded by family and friends, and will be remembered
by your grandchildren.
30 – 39 Heroic end. You go out with a bang, and songs will be sung about you for ten
generations.
40 – 49 Legendary end. Your life and death are the stuff of legend. You inspire a hundred
generations of heroes after you.
50+ Immortality. Your name and deeds are never forgotten, even after the sun goes
cold.
Scholarly Powers
Brewing Potions
Most scholars have some alchemical experience, and some know how to brew effective potions.
Brewing a potion requires a comprehensive alchemy workshop, including rare substances, special jars
and amphoras, filters, and grinding tools. This set is not portable, and is expensive to build up.
A scholar may brew any potion for which he knows the formula, but it can take several days to
complete, and requires his undivided attention.
Even then, it will require a successful Wisdom contest and much silver.
Completed potions are stored in small glass jars or phials, stoppered with wax.
Identifying Potions
Most potions are made with a base of wine – making their identification a rewarding task! Identifying a
potion requires sipping, and simple contest, adding the number of known potion formulas as a bonus.
Expiration
A scholar may only brew a number of potions equal to his legend. Any additional potions beyond this
number will be pale and ineffectual versions of what they should be.
As the potions are used, more can be brewed in their place.
Powers
Charm:
Compel Truth:
Comprehend:
Detect Lie:
Detect Substance:
Find Direction:
Measurement:
Potion of Aqua Noxious:
Potion of Aqua Somnus:
Potion of Aqua Vitae:
Potion of Inferno:
Potion of Radiance:
Potion of Pure Natron:
Potion of Styx:
Potion of Might:
Potion of Telephony:
True Seeing:
Cults
TODO