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Searchers Airport

The document provides an overview of the roleplaying game Searchers of the Unknown, which aims for quick gameplay over complex rules. It summarizes character creation in 4 steps: 1) Choose a class like Fighter, Sorcerer, Rogue, or Changeling; 2) Generate ability scores for Might, Agility, and Wits; 3) Determine starting equipment; 4) Record other details. Classes have different starting stats, hit bonuses, and talents. Ability scores determine modifiers for physical and mental skills and saves. The summary aims to efficiently convey the key details about generating a player character in the game.

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Blake Jarvis
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0% found this document useful (0 votes)
78 views12 pages

Searchers Airport

The document provides an overview of the roleplaying game Searchers of the Unknown, which aims for quick gameplay over complex rules. It summarizes character creation in 4 steps: 1) Choose a class like Fighter, Sorcerer, Rogue, or Changeling; 2) Generate ability scores for Might, Agility, and Wits; 3) Determine starting equipment; 4) Record other details. Classes have different starting stats, hit bonuses, and talents. Ability scores determine modifiers for physical and mental skills and saves. The summary aims to efficiently convey the key details about generating a player character in the game.

Uploaded by

Blake Jarvis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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SEARCHERS OF THE UNKNOWN

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)

Step 1. Choose a class or fantasy race for your PC (player character)

° 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 HP & Class


6HP + d6 class HD 6HP + d4 class HD
HD

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

+1 BtH per level gained Sorcery: Prepare 1 spell per level


Starting Talents
Ritual Magic

ROGUE CHANGELING

Starting HP & Class


HD 6HP + d4 class HD 6HP + d4 class HD

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

Starting HP & Class


As per chosen class Starting BtH As per chosen class
HD

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.

Marksman: do d8 dmg with your chosen missile weapon.

Brute: add your Might modifier to dmg rolls on suitable weapons.

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.

As a beginning talent, Sorcerors can choose from;

Force Sensitive (detect magic 1/L each session)

Occult Rite- Summon Familiar

Occult Rite- Ritual Casting


Step 2. Generate some ability scores for your PC
Ability scores help define how tough, nimble or clever your PC is. Any score which qualifies for a modifier (mod) means
you are notably above or below average in that area. A score of 18 would indicate you are Hercules level strong or
Jackie Chan style nimble.

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.

literacy level & amount of languages you might know.


° Might: roll under your Might score for toughness type
saves or feats of strength & endurance. Add your Might
mod to BtH in melee & or with thrown weapons.
ABILITY SCORE MODIFIERS
° Agility: roll under your Agility score for dodge type Score Modifier
saves or stunts related to physical dexterity. Add your
Agility mod to BtH for attacks using ranged weapons. 3-7 -1

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

ABILITY SCORE WHAT DOES IT AFFECT?

BtH in melee combat.


Might saving throws: poisons, damage from extreme
Might BtH with thrown weapons. temperatures, generally toughness or enduring things.

BtH with ranged weapons.


Agility saving throws: dodging away from danger
Agility Can add your Agility mod to your AC if before it can hit you, avoiding ray guns, clinging onto
unencumbered. ledges.

For spellcasters; Wits saving throws: withstanding spells & supernatural


The max # spells you can know effects, not going crazy.
Wits Literacy level: negative mod= illiterate
Chances to learn a new spell
No mod= depends on background
Chances to recognise occult items; Positive mod= literate in all languages known,
Ability to Channel magic beyond normal casting smartypants
limits

Step 2 continued: Roll some HP for your PC


Each PC begins with 6HP + roll your class HD (d6 for Fighters, d4 for everyone else). If you roll a 1, reroll it. Higher is better.

Hit Points represent how hard your PC is to kill. See section X Harm & Healing for details

Step 3. Choose 3 Descriptors & a Talent for your PC


Come up with 3 Descriptors, which help define your PC. Make the 3rd ambiguous. If you use this descriptor to your
These descriptors –along with your chosen class- indicate advantage in a session, the Judge will also try to
what a PC might know or be good at. complicate a later scene by using the descriptors
negative connotation.

Bran, Sorceror: Noble, Northern, Crippled; Summon Familiar (Direwolf)


Tormund, Warrior: Wildling, Tale-spinner, Huge; +2 Might
Red Woman, Sorceror: Priest, Ancient, Zealous; Sixth Sense
Sir Davos, Rogue: Smuggler, Streetwise, Old; Contacts
Bron, Warrior: Sellsword, Streetwise, Mean; Weapon Mastery (sword)
Tyrion, Rogue: Noble, Educated, Small; +2 Wits

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’

TALENT WHAT DOES IT DO TALENT WHAT DOES IT DO

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.

Can smell the most valuable treasure cache


Gold Sniffer- Through sheer toughness, sheer luck or some
nearby- roughly 12 dungeon squares or if close
Shrug kind of scary supernatural shiz you can ignore
Dwarf only to directly overhead/underneath. 1/day + Wits
any dmg roll of 1 against you.
mod/day.

You can perform a Ritual which summons a


Rival wizards casts a bad-ass spell during an familiar suited to your type of magic.
Monkey See encounter? Oh yeah- how about having the Summon
Monkey Do- power to shove it right back in his stupid face? Familiar- A familiar is a supernatural creature which is
your ally & comes with some benefits & powers-
Spellcaster You can try to capture some of the foes sorcery Spellcaster like a witches cat, but probably cooler or
only & cast it back at them on your next turn. Works only grosser.
as if Channelling the spell just seen.
See Sorcery section for details.

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

1. Skills & Adventuring- using dice to resolve things


You are a badass adventurer who can ride a horse & sail Can Sneaky Pete pick the lock? Sure, but maybe roll to
a boat if needed. Most times, you won’t have to roll dice see if it takes 10 minutes or if he’ll need to fiddle for an
just to see if you can do something or know something. hour. Can you climb the cliff without banging in spikes &
Competence is assumed. using ropes – roll. Can you sneak up on the guards..?

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.

So if you are geared for speed, you might get to kill


To hit something in combat roll a d20 & add your BtH.
things before they get a chance to hurt you. If you are
heavily armoured, you’re backing the odds that you are If the number is equal or higher than the foes AC, then
harder to hurt overall. you hit & do damage. E.g. Falcor the Mighty (BtH+4) is
trying to hit a troll with his axe. The troll has unnaturally
Every PC & foe has an AC. The base AC is 10, add any
thick hide & fearsome defence so is AC 14. He’d need to
armour worn to this score, eg. light armour is 10, +2=
roll 10 or higher on d20 to hit the troll, (10+4 from his BtH).
AC12
Surprise: if one or bith sides are unaware of the other, the
Judge may call to check for Surprise. actions (rolled at Advantage) before the others can
react & the surprised side do not gain AC benefits from
If either side rolls 1-2 on a d6 they are surprised by the
shields or agility or talent based AC bonuses- so beware,
encounter. If you are encumbered, roll with
Naked Barbarians & Artful Dodgers.
Disadvantage.
Sneak attacks & surprise both count as a sneak attack for
When this happens, one side gets a whole round of free
Rogues attack bonuses.

OTHER COMBAT FAQS & OPTIONS


Stunts are for when you want to do something in combat Parrying: just try to defend yourself. Others attack you with
beside directly hitting for damage. Maybe you want to Disadvantage but you can only roll an attack every 2nd
push them into the lava; swing off the chandelier onto round.
the escaping thief; throw that table at the 3 guards…
Flee: just run away. If you win initiative, they must either
To pull off a stunt, roll two d20’s to hit. If both hit, the thing switch to ranged weapons or pursue, if they wish. If you
happens! If one hit & one miss the foe gets a chance to lose initiative, they get a normal attack in before you
avoid the thing (maybe a saving throw), or success is clear melee. You can do other weird stuff you think of
only partial or complicated in some way. Judge & player while you flee to throw them off or reduce chance of
quickly figure it out & describe the result. pursuit.
If you are trying a stunt against something/someone Saving Throws help PC’s avoid things happening to them.
significantly more powerful than you, expect an ironic Bad things.
reversal if both dice miss & you fail your stunt.
You roll a saving throw to avoid harm when the risk to the
Morale: not everything fights to the death, in fact most PC comes from an unusual or unexpected source- not
things want to stay alive. So foes will check for morale in from straight up combat. Saving throws are done by
certain circumstances- perhaps if a foe or many foes die, trying to roll under the relevant ability score on a d20. So
something they fear is used, a leader is gone etc. a low roll is good.
To check morale the Judge rolls d6e, if the result is over Might saves: when you need to withstand the bad thing;
the monsters HD, it will withdraw or surrender. If they poison, being knocked down, damage from being stuck
outnumber the PC’s significantly, foes are treated as if in the blizzard etc.
1HD higher.
Agility saves: when you need to dodge or avoid the bad
All Out Attack: just go all out risk to kill someone. Gain thing; jump out of the way of the avalanche, duck
advantage to initiative & to hit, but anyone attacking behind the boulder to avoid the dragons breath etc.
you rolls to hit with advantage too. If you move more
than half your move to attack something- you have to All Wits saves: when you need to resist the bad thing. Usually
Out Attack on the charge. See Movement & this is some kind of magical or supernatural effect; can
Encumbrance for details. you resist the Siren’s song, does your mind break when
exposed to the Cosmic Horror?

Damage & Dangers


d4 dmg: small, easily concealable weapons; sling, dagger…
d6 dmg: 1H weapons; sword, club, axe… A dragons fiery breath might be even more fearsome.

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!

Rest & Healing

If you are hit in combat or freezing to death on a glacier, your HD.


harm to your PC will be represented by a loss of HP. Think
Major wounds: are suffered if a PC is reduced to <6HP.
of this as using up your luck & fatigue- bumps, scrapes &
close shaves rather than horrible wounds & injuries. Until These are your stabbed in the guts, speared through the
you get down below 6HP; at that stage you are suffering thigh, broken face swollen up like a pumpkin kind of
major wounds. wounds. Might save after each full days rest to heal 1HP.
Once a PC reaches 6HP, normal healing resumes on the
A short rest- defined as an hour of peace, restores a class
next rest.
HD roll. Simply roll d6 (Fighters) or d4 (others) & hope for
the best! Occasionally, doing bold or awesome things in an adventure
can earn some HP back; drink the long dead pharaoh’s
A long rest- defined as 6-8 hours of peace, heals a full
wine! Swim in the sacred pool! Interact with the
class HD. No need to roll, you just take the maximum for
environment, sometimes good things can happen.

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

PC’s start at level 1 with 1 Hit Dice. Each time they

defeat a monster, by killing it or another method, they

gain 100 experience points per monsters hit dice, shared

between the party. The number of experience points

needed to level up is 2000 x the current level. There are

no limits to levels. Gaining a new level means better rolls

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.

Smashy: break foes stuff if you roll a 1 on dmg


Long: win initiative on the first round if they don’t have a long weapon too
Whippy: instigate wrestles from a distance, with no risk of X or Y if you fail
Piercing: ignore 1 category of armour
Deadly: win initiative next round if you hit & they don’t
Shanky or chokey: Automatically inflict dmg each round during a grapple XYZ

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.

Stupendously fast (warriors only)


Trained (Dwarves only)

Move 12 (12 miles a day, 2 moves a day)


12 dungeon map squares in exploring mode
12 yards (4 dungeon squares) in combat.
Move half if encumbered or in rough terrain (mountains, forest etc)

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.

Spell 1st; 2nd; 3rd Power.

Initiative roll d6, -1 for each category of armour or spell Power used. Disadvantage if
encumbered. Highest goes first.

Cast 1 spell/L safely.

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.

Small weapons Easily concealable (dagger, sling, garotte) 1d4


Range weapon Bow, crossbow 1d6
Melee or multi-use weapon axe, sword, hammer, spear… 1d6
2-handed weapon 2-Handed sword, polearm, … 1d6e

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!

Monsters could kill them easily, but they won’t. Instead,


they keep them as prisoners. This is just more pulp-like.
5° Morale: If outnumbered, after the first death, and
when reduced to one-half or fewer hit points, monsters
check for morale. The DM rolls 1d10. If the result is over
the monster’s hit dice, he will withdraw or surrender to
get a better position.
4° Rest and bandages: Afterwards, all hit points (hp) are
restored back to their initial score. After all, hit points
reflect the capacity to avoid or withstand hits. If a PC has
been sent below 0hp, he may need a longer rest (or even
healing magic - like a potion of healing), because he’s
wounded.
Adventure
1° Stealth & stunts: sneaking up on a monster, hiding in
shadows, moving silently, climbing or swimming are
easier when wearing lighter armor. For each such action,
roll 1d20 equal to or over the character’s AC - level. So
a 4th level adventurer with leather armor and a shield must
roll a 10 or over to climb a cliff. For very difficult actions,
the DM may choose 1d10 rather than 1d20.
2° Saving throws: when such a roll is needed for any
reason, roll 1d20 and add the characters level; trying
to obtain a total over 15. So a 7 level adventurer must
th

roll over 9 to escape a magical charm from a harpy. This


“d20 plus level =15+” rule applies to every other action
not covered by the “stealth & stunts” rule, and fits the
common adventurer’s knowledge like searching for
secrets doors or picking locks.
3° Dangers: If something could kill a man, like a fall, a
fire, or a trap, it does 1d8 points of damage. If it could kill
a horse, 2d8. If it’s could kill an ogre, 4d8. No more.
4° Magic: Most spells are self descriptive. As a rule, a
spell will last for one fight, or one day for non-fighting
spells; their range is one dungeon room, and their area of
effect is also one room, or one target per spell level,
whichever best applies. Damage is treated as in the
“dangers” section. PC’s may use spells from scrolls, only
once, if the spell level is below or equal their own level.

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:

Light (light, flash) second sun


Creates a steady source of light for an encounter, or a bright & brilliant flash of light

Step Through Shadows, stab shadow


Can step into your own & out through shadows of sentient creatures.

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)

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