This document provides rules for a simple roleplaying game where players create heroes by rolling dice to determine their Body, Mind, and Soul stats. Players also roll for Hit Points and cliches. The rules explain how to determine the difficulty of tasks by rolling dice, and how to resolve combat encounters and damage. Example characters and monsters are provided to demonstrate play. Contests are resolved by rolling dice equal to a stat and comparing to the difficulty. Taking or dealing damage reduces Body or Hit Points.
This document provides rules for a simple roleplaying game where players create heroes by rolling dice to determine their Body, Mind, and Soul stats. Players also roll for Hit Points and cliches. The rules explain how to determine the difficulty of tasks by rolling dice, and how to resolve combat encounters and damage. Example characters and monsters are provided to demonstrate play. Contests are resolved by rolling dice equal to a stat and comparing to the difficulty. Taking or dealing damage reduces Body or Hit Points.
This document provides rules for a simple roleplaying game where players create heroes by rolling dice to determine their Body, Mind, and Soul stats. Players also roll for Hit Points and cliches. The rules explain how to determine the difficulty of tasks by rolling dice, and how to resolve combat encounters and damage. Example characters and monsters are provided to demonstrate play. Contests are resolved by rolling dice equal to a stat and comparing to the difficulty. Taking or dealing damage reduces Body or Hit Points.
This document provides rules for a simple roleplaying game where players create heroes by rolling dice to determine their Body, Mind, and Soul stats. Players also roll for Hit Points and cliches. The rules explain how to determine the difficulty of tasks by rolling dice, and how to resolve combat encounters and damage. Example characters and monsters are provided to demonstrate play. Contests are resolved by rolling dice equal to a stat and comparing to the difficulty. Taking or dealing damage reduces Body or Hit Points.
so1um 0.4 When your character comes into dangerous or
risky situations, Determine Difficulty (either via Create your hero. narratory license or dice, see below). Use dice equal Roll 3d6 each for Body (physical prowess & health), to Body, Mind, or Soul for the contest, adding one Mind (mental capacity & intelligence), Soul (spirit die to the roll if a clich is applicable. If ONE die & willpower). Each starts at 1 and each even number rolls equal to the Difficulty or higher, you succeed! rolled is a +1. To generate Hit Points, roll 3d6, count the evens and add this to Body score (monsters use Determine Difficulty. Body equals Hit Points). Characters begin with one To randomly determine difficulty of a task, roll a d6: clich, roll 3d6, and gain one clich for each even 1- Automatic 4- Average number rolled. If you wish, flesh out a background, 2- Simple 5- Tricky looks, quirks, etc. Be creative and stuff. 3- Easy 6- Hard
Determine goals & the first scene. Resolving Combat.
Figure out why your character is there and where Resolve combat as if two characters were facing off in the story they are. Are you plundering a tomb? using the stats listed for monsters, where the high Rescuing the princess? This is a short description roll wins the round/combat. Ties are a deadlock or of where our hero is and what's happening. Imagine draw with no damage. All attacks cause one a starting point for your adventure. damage.
Begin asking questions. Taking/Causing/Healing Damage.
To begin play, ask a question that has a yes or no If you succeed at a combat check, subtract one HP answer, it is important to keep it simple. Do I from the enemy, if you fail, subtract one of your encounter a trap? Are guards present? HPs. You may reduce the Body score instead of HP and any subsequent Body contests use the current For each question, roll a d6 and consult the table score. When Body or HP reach zero, you are dead. below. If the hero has an applicable clich or an Heal HP at a rate one per eight hours of rest, one advantage, roll 2d6 and choose the best result. If the Body at a rate of one per day. character has a significant disadvantage, roll 2d6 Example clichs. and use the worst result. The veteran warrior, Nimble-fingered rogue, 1- No, And 4-Yes, But Sneaky little bastard, Spellbinder of the elemental 2- No 5-Yes flames, Priest of Assaradin, Sticky fingers 3- No, But 6-Yes, And Sample Characters: And & But Results. Alessandor the Blade B:2 M:1 S:1 HP:2 Cleric of And amplifies, while But mitigates. No, And means Pastorin, Master of the Duel things went really bad. No, But softens the blow a Byran Spellslinger B:1 M:3 S:2 HP:1 Mage of the bit. Yes, But is successful but with a drawback. Yes, Forgotten Water Splendids And is all kinds of awesome. Sample Monsters: 1- Nothing significant happens Goblin B:1 M:1 S:1 HP:1 Sneaky little bastard 2- An obstacle, something to overcome Owlbear B:3 M:1 S:1 HP:3 Grapple, Berserk 3- A unique feature or situation Squidhead B:2 M:3 S:3 HP:2 Mind control, Illusion 4- A unique feature or situation magic, Madness 5- NPC (1-3 friendly, 4-5 neutral, 6 not friendly) Zombie B:1 M:1 S:1 HP:1 Silent, Infection 6- Monster (1 friendly, 2-3 neutral, 4-6 not friendly) by matt jackson - msjx.org You can use the above method to determine the outcome of licensed under Creative Commons Attribution 4.0 encounters, or use the optional rules that follow to expand the inspired by tinysolitarysoldiers.blogspot.com & others depth of the system. many thanks to Carsten, Bruno, Bryan, Josh + Noah