Searchers Airport
Searchers Airport
CONCEPT
Searchers of the Unknown is a streamlined variant of Dungeons & Dragons, geared toward quick gameplay & quick
thinking, rather than page after page of complex rules which inhibit- rather than encourage- creativity at the table.
Sorcerors have a Theme which indicates which type of magic they are best at; were taught; stole; were gifted by
demons etc.
SECTION 1: CHARACTER GENERATION IN 4 STEPS (we’ll do “Step 4: equipment” last)
° Warriors: will be the best at fighting. Rogues also begin with 2 skill points & gain another skill
They begin with 8HP & gain d6 each level. point each even level gained. They may use these points
to add extra dice (Advantage style) to any single roll
Warriors begin with a +2 Bonus to Hit (BtH). This is a bonus suiting their theme or background.
to the d20 roll needed to hit enemies in combat. Each
time they reach an even numbered level, they gain E.g. I’m a gypsy & I’m trying to find shady contacts… I’m
another +1 BtH. a hunter & we are in the woods… I’m a dwarf & we are
fighting in a cramped tunnel or cluttered forge… I’m Han
In addition to their background, warriors can choose Solo & I’m shooting first…
from the following talents.
If added to damage rolls, the Rogue may add an extra
d6 dmg to the dmg total.
° Sorcerors: can cast magic spells. They must announce any of these extra dice/points
They begin play with 4HP & roll a d4 for their class HD. before the roll is made.
Sorcerors begin play able to cast 2 spells a day. Each Rogues may begin with a talent listed below;
time they gain an even level, they can cast another
XXXX
spell. They begin play knowing 2 spells related to their
theme, plus random spells equal to their Wits mod.
Sorcery is powerful, but difficult & dangerous. Casting ° Changelings: are supernatural creatures with strange
more spells than this costs 1HP & requires a skill roll, or the powers. Changelings roll a d4 for their class HD.
spell complicates & can corrupt the caster. They can know one theme of magic, beginning with 1
Sorcerors can know a maximum number of magic spells spell. They can only learn spells within this theme. It does
& occult rites equal to their Wits score. not cost HP to use this spell.
Their sorcery also allows them to unleash stored magic magic use - force sensitive - new power/spell -
from scrolls, staves, wands or other occult devices.
° Rogues: are most versatile & skilled of adventurers. ° Dwarves: creatures of folklore from caverns deep &
They begin play with 6HP & roll a d4 for their class HD. measureless to man. Often practical, often tricksy.
Most classes succeed on skill rolls if a 4-6 is showing on a Are encumbered at 2 burdens, not 3 burdens & are a bit
d6 roll. Rogues succeed if a 3-6 is showing myopic, suffering -1 on rolls in bright, wide open spaces.
They might be a canny Wildling like Ygritte, a streetwise Know their depth & direction underground always.
urchin like Aladdin or a well travelled & wise smuggler like
Sir Davos, a clever nobleman like Tyrion... If you want to
be the best at sneaking around, tracking, climbing
glaciers, forging documents, navigating the seas etc- be
a Rogue.
FIGHTER SORCEROR
Starting BtH +2 +1
2000xp for 2nd, 4000xp for 3rd 2000xp for 2nd, 4000xp for 3rd
XP to level up
& double each level after that & double each level after that
ROGUE CHANGELING
Starting BtH +1 +1
2000xp for 2nd, 4000xp for 3rd 2000xp for 2nd, 4000xp for 3rd
XP to level up
& double each level after that & double each level after that
Rogue Skills: gain Advantage dice equal to level Heartspell: have a special spell you can cast as if
Prepared 1/L, any other spells are done as if
You may use these on ANY roll in the game, or you Channelling
Starting Talents may add them as extra d6 dmg to sneak attacks
Supernatural Being: allows Ritual Magic & ability to
Sneaky: when making a sneak attack, add your learn other spells (Wits mod spells + Heartspell) but
level or Agility mod to BtH (choose highest) have a “tell” which may give you away as inhuman
DWARF
Dark Dweller: can see in near total darkness & only XP to level As per chosen class
suffer -1 in total darkness or if blinded. Roll at -1 in vast up
open spaces or in bright sunlight.
Starting Talents
Know direction & depth underground. Knowledge of
Talent As per chosen class +
stone, metals, architecture & crafting.
Choices access to Dwarf choices above
Must choose the “Dwarf” descriptor.
Trained: get an attack each round vs any foes facing you in battle, foes also get no advantage for ganging up on you.
Leader: Can lend your BtH as AC to nearby allies on a 1:1 basis. Once per LR you can take action allow an ally a reroll
on a failed save, morale check or similar.
There are 3 different ability scores; Might, Agility & Wits. There are two options for deciding the score your PC has for
these abilities.
Option 1: take the scores 14, 12 & 10 & assign them to the ability score you want.
Option 2: roll 3d6 (reroll any 1’s), four times to generate 4 scores & use any 3 of those scores in a row for Might, Agility &
Wits.
8-13 0
° Wits: roll under your Wits score for mental or magical 14-15 +1
type saves, to learn new spells, to figure out Occult items
16-18 +2
(spellcasters), or to know rare lore. It also determines your
Hit Points represent how hard your PC is to kill. See section X Harm & Healing for details
Bran knows mythic lore from Old Nan’s stories & the Bron would know where to sell stolen gear, hire
Houses & places of the North. If his group is attacked mercenaries & which whorehouse might let you hide in it
some enemies might just ignore him as a threat since he’s if you were accused of a crime…
a cripple…
Sir Davos is Old- perhaps treated with respect & has
Tormund knows hunting, weather & bushcraft because accumulated knowledge; but another time might find
he is a Wildling; & since he chose the “Huge” Descriptor, himself at laughed at & ignored by the young bravo’s
he has more chance than others to knock down that who don’t know him & won’t be bossed around by an
door- but maybe it’s hard to fit armour... old man…
Some possible Descriptors: huntsman, soldier, noble, urchin, merchant, sailor, pirate, fast, big, small, mean, friendly, priest,
scholar, smith, barbarian, old, kid, streetwise, learned, infamous, beloved, slave, beautiful, ugly, farmer, shepherd,
physician, cook, exorcist, musician, sneaky, mariner, grave-digger, Hoplite, Hill-People, educated, bard, pirate, squire,
centurion, stableboy, burglar, actor, scribe, mason, forger, alchemist, advocate/lawyer, court official, sellsword, zealous,
cowardly, honest, leader, apothecary, legionnaire, tax collector, standover man, tinker, locksmith … or anything else
you can think of. Feel free to make up your own.
° You will also notice that after their 3 Descriptors, each of these characters has a Talent listed.
° You can choose ONE of these to start the game- see pg XYZ for your starting choices, or even suggest your own.
° You can choose another talent from the list at levels 4 & 7.
Fun Fact: if you look at Sir Davos up there & swap out “Old” for “Infamous”… you’ve got Han Solo. Just sayin’
Ritual Magic- You have figured out how to release the magic
Choose one category of Saving Throw; Might,
Advantage stored in Scrolls & other Sorcerous items
Agility or Wits & make those saves at Rogue &
Saves normally only usable by Sorcerors &
Advantage. Dwarf only Changelings.
Contacts May add a Contact into the story 1/L. Ability Bonus +2 to chosen Ability score- Might, Agility or Wits.
Naked
Add double your Might or Agility mod to your
Barbarian
AC. If you wear any other body armour, it ruins
Weapon Can use the special qualities listed for a Rule- Warriors this talent while you wear it.
Mastery weapon (see equipment section).
Doesn’t work if you’re encumbered, or
Artful Dodger-
surprised.
Rogues
SECTION 2: ADVENTURING
A roll will be needed if the attempt is particularly difficult In most cases, you’ll need to roll 5+ on a d6. You might
or perhaps time pressure or some other complication be able to talk the Judge into letting you roll with
involved. Advantage.
THE MOST FAIL-SAFE WAY TO SUCCEED IS TO AVOID EVEN HAVING TO ROLL FOR THINGS BY DESCRIBING PLANS & ACTIONS
WHICH
ALLOW THE JUDGE TO DECIDE YOUR PLAN IS SO GOOD OR YOUR ROLEPLAY SO FUN- IT JUST WORKS;
AVOID ROLLING = AVOID DYING
2. Combat
If combat seems likely the Judge will decide if there is any chance of Surprise. Assuming neither side is surprised, the
Judge will ask for you to describe your PC’s intended actions and then ask for Initiative to be rolled.
Initiative decides who gets to act first in a combat round. If you are agile, add your dexterity mod to your AC, e.g.
Judge rolls a d6 for the foes and each player rolls a d6 for medium armour with a shield & agility mod of +2 is 10, +4
their character. Higher rolls act first. To simulate the chaos (armour), +1 (shield), +2 (agility mod)= AC17
of combat, we roll a new initiative each round.
You don’t add your agility mod if you are in heavy
Roll at Disadvantage if in heavy armour or encumbered armour or encumbered.
or casting a spell whilst actively engaged in melee.
d6 dmg: range weapons; bow, crossbow, thrown spear… When a monster or PC gets hit, deduct the amount of
dmg rolled from their HP. Foes are knocked out at
d6e dmg: 2H weapons; polearm, greatsword, spear…
precisely 0HP. They die at -1 or worse HP.
Expect natural weapons such as teeth & claws to follow
PC’s are KO (for one turn) at precisely 0HP.
a similar pattern; a wolf d4, a tiger d6, a giants club
d6e… At -1 or worse HP, PC’s roll on THE EVIL TABLE OF PC DOOM!
SECTION 3: SORCERY!
Spells are swarming, living, virus-like things from the Swarmlands of the Outer
Darkness. To Prepare a spell, a sorceror invites this thing to crawl into his self, trusting
the prepared barriers & sequestrations of his will to hold it, roiling but bound until he
releases it fully into this world.
Spell duration is typically one encounter or one day for spells of the 1st & 2nd Power respectively. One day is defined as 2
twilights for these purposes.
Spells of the 3rd Power might be permanent or have unique rules, or affect more people for a longer duration.
Spell range can be defined as one person or dungeon room within gaze/thrown range (1st Power) or targets equal to
caster level within fired weapon range/shout range/line of sight (2nd Power). Choose whichever seems most applicable.
Spells of the 3rd Power might affect whole cities, travel miles or have their own unique parameters.
Some sorcerous items provide PC’s a choice as to whether to use it by “casting” the spell within it once, e.g. reading a
spell from a scroll out loud, or attempting to study the item & add the spell to your repertoire of “known” spells
permanently.
If casting as a “one shot” by a Sorceror or Changeling to purely release the stored magic in an encounter, treat the
casting as a Prepared spell. If done by any other class by using Ritual Magic treat as a Channeled spell.
If a spellcaster wants to try and learn the spell within a stored item to add it to his repertoire instead, it must be
researched. The item is consumed during the process & the spellcaster makes a Wits save to see if they are successful in
learning the spell. It takes 1 week per Power of the spell & costs d6gp per week in research costs. Roll with Advantage if
you take double time, cost or have access to a library, laboratory, mentor or similar. Succeed automatically & do not
roll at all if 3 of these conditions are met.
Experience
for fight, save and actions, and 1d8 more hit points. The
player rerolls all hit points. If the new score is higher than
the old one, he keeps the new total. If not, he keeps the
old.
To sneak or stunt roll d20. If result is = or over worn AC, you succeed.
To check surprise one or both groups roll initiative, surprised on roll of 3 or less. Foes roll
for worst member, PC’s roll for best if alert, for worst if rushing, anyone is encumbered or
otherwise distracted.
Charge= Advantage to Hit but others have Advantage init when you arrive.
If you have to move more than half your move, then missile weapons will go first.
No amr: AC 10
Light: 12 AC takes 1 slot
Medium: 14 AC takes 2 slots , -1 init
Heavy: 16 AC ignore slots, you’re encumbered. Take the 8.
Shield +1 AC but takes up an arm. Acts as Cover vs ranged attacks + Advantages on some
saves though.
Helm or headgear +1 AC.
Initiative roll d6, -1 for each category of armour or spell Power used. Disadvantage if
encumbered. Highest goes first.
Might: add modifier to BtH in melee & thrown weapons. Roll under for toughness saves or
physical skills. Use score as your starting HP total.
Agility: Roll under for Dodge saves. Add to BtH for ranged weapons. Can use this score as
your Armour Class if you don’t wear other armour.
Wits: roll under for mental saves, to learn new spells or for non physical skill checks.
Dangers- compare to weapons, a wolfs teeth like a small weapon. A giants club like a 2H
sword.
Fighting
2° Attack: roll 1d20. If the score plus your level is equal
to or greater than your opponents AC, you hit. Example:
to hit an orc with AC 14, a 3rd level adventurer needs an
11 or greater.
3° Damage: When you hit an opponent, roll the damage
(D) dice. Deduct the result from your opponents hit points
(hp). At or below 0, monsters are dead, and PC roll on the Evil Table of PC Doom!
Experience
PC’s start at level 1. Each time they
defeat a foe by killing it or another method, they
gain 50 experience points per monsters hit dice, shared
between the party.
Explore a new map hex or significant section of adventure location ( new level or different part): 100xpi.
Story award- save the town from plague, thwart the wizards plans: 50-100xpi.
Experience points are also gained from finding treasure: 1sp of treasure = 1xp
You can also Carouse, Hoard or Philanthrophise to gain more xp from your treasure.
1xp/sp spent.
d6- 10sp/pip
d6e- 20sp/pip
d6e Advantage but if you roll a 6 then next die rolled is a d20
The number of experience points needed to level up is 2000 x the current level.
When you gain a new level, roll d6 & add it to your HP total.
At levels 3, 6 & 9 you can choose a benefit from the list below:
Shadow cloud
Creates an area of shadow allowing creatures to hide in dim conditions, or to partially obscure/dim an area in bright conditions.
Beast control
Speak with beasts & influence their behaviour
Ravening
Charms (mind trick, enthrall, dominate)
Illusions (minor sensory effects, invisibility, permanent or multi-sensory illusions)
The Dead (Speak with Dead, Command the Dead, Raise the Dead)
Magic (Detect, Dispel, Absorb)
Telekinesis (move stuff, force choke, protection from missiles)
Second Sight (Intuition, Seer, See Within)
Fire (affect fires, fire charm/protection from (choose), fireball)
Water (affect water, breath water, Create Water)
Earth
Weather (affect weather, summon element, tempest)
Ways & Portals
Protection
Force (Disc, Field, Fist)
Electricity (magnetise, electric hands, lightning bolt)
Plants ( growth, speak, entangle/control)