Fabulous Heart of Mekron 3e (v2)
Fabulous Heart of Mekron 3e (v2)
Fabulous Heart of Mekron 3e (v2)
1.1 STATS
Roll 3d6 in order for STR, INT, WIS, CON, DEX, CHA.
No ability modifiers
Fighting-man: Starting hp 10; HD 1d10; Damage d6 for each level (either roll all d6s against one opponent,
or distribute them between foes; only one to-hit roll for all dice) up to 4th, then +1d6 at 6th, 8th, 10th.
Starting with Level 15, gain +1d6 to damage every 5th level.
Magic-user: Starting hp 4; HD 1d4; Damage 1d4. Start with 3+Level Mana Points. Spells are usually cast
successfully (except if circumstances are extreme). Roll some dice (referee determines), if successful, you
cast the spell for free; if not, lose (Spell Level) Mana Points.
Creating classes: base class on one of the two base classes; give them an interesting twist.
Importing other character classes: Use the perks/special abilities of any character class. Gain a new perk
every few levels. Be creative.
1.4 AFFILIATIONS
Start your character with 1+(Level/3) affiliations. An affiliation is always tied to a Stat. Every action
thatʼs somehow related to an affiliation gets a better roll for the stat itʼs tied to. For instance: “The
Club of Strongmen & Circus Wrestlers” might be an affiliation tied to STR. Every STR roll gets a
bonus when the player can explain how the membership in the Club of Strongmen is relevant to the
roll. Write the affiliation next to the Stat.
2 Hand axe
3 Club, cudgel, or truncheon
4 Sling
5 Dagger
6 Quarterstaff
7 Crossbow
8 Short sword
9 Long sword
10 Short bow
11 Mace
12 Battleax
13 Spear
14 Long bow
15 Halberd or other polearm
16 Zweihänder
Equipment: Roll d20 four times; re-roll duplicates if desired.
1 No armor
2 Shield
3 Leather
4 Leather & shield
5 Chain
6 Chain & Shield
7 Plate
8 Plate & Shield
1 Holy water
2 Wolvesbane
3 Belladonna
4 Garlic
5 Small mirror
6 Mallet & stakes (6)
7 Small hammer & iron spikes (12)
8 Grappling hook & rope (50 feet)
9 Tinder box & torches (6)
10 Lantern & flasks of oil (3)
11 Ten foot pole
12 Rations
13 Tent & bedroll
14 Fishing gear
15 Lockpicks
16 Book, pen, ink
17 Riding horse, tack, saddlebags
18 Mule, tack, saddlebags
19 Caboe & paddle
Ancient super science battery. Has a limited
20
number of charges. Referee tracks charges secretly.
3. ARMOR
Unarmored Armor Class 0
Cloth Armor Class 1
Leather Armor Class 2
Studded leather Armor Class 3
Chainmail Armor Class 4
Splint mail Armor Class 5
Full plate Armor Class 6
Shield Armor Class +1
4. COMBAT
4.1 INITIATIVE
Party initiative: each side rolls 1d6, higher roll goes first (determine who goes when), lower goes
last; draw=simultaneous attacks; roll initiative each round
4.4 PROCEDURE
To hit: roll 1d20 ABOVE targetʻs AC, but below or equal to your AV
Critical hit: roll exactly your AV; double the damage you roll
5. STAT CHECKS
Option 1: Roll 1d20 equal to or under the stat
Option 2: Roll 1d6 and roll x or more. X is determined by the ref.
6. MAGIC
Mana Points: Level+3; cast spell successfully and for free, then save vs. WIS/INT to see if the spell
drained your energy. Fail this roll and lose the spell level in points. You can cast every damn spell
you can lay your hands on, and spells might be written, etched, tattooed or memorized – same
game mechanic.
7. MONSTERS
Number of attacks: 1 (1-4 HD); 2 (5-9 HD); 3 (10-14 HD); 4 (15+ HD)
Format: HD, exceptional attributes (if not listed, attributes are 10), armor, powers, equipment
Damage: 1 HD, or eyeball it
Attack Value = HD+10
Special abilities are triggered when monster rolls a critical hit (see 4.4)
8. EXPERIENCE
1XP per GP, round totals to account for monster killed,
First level at 0 XP, second level at 2000 XP, then twice the new number for every level, +10 000 per
level above 9. When you reach a new level, add 1 HD. Maybe gain a new perk when you gain a
level.
Or use some kind of milestone.
9. ENCUMBRANCE
Use common sense.
Number of letters in one item: price in standard coinage of your world (Gold standard? Silver
standard?)
Negative adjectives decrease price: reduce price by # of letters; if price=0, reduce the type of
currency one step down (gp>sp>cp), then continue subtracting copper pieces based on the
remaining unused letters in the negative adjectives. If you bottom out of copper, it's trashed.
Large bulk purchases/sales of mundane items: roll (2d6+3) x 10% x list price.
11. TREASURE
(stolen from: retiredadventurer.blogspot.com)
Generating the value of specific items in a hoard: Roll a d8 and a d4. The d4 tells you how many
significant digits in the item's value, and the d8 tells you which die type from the above progression
to roll for the leftmost significant digit (the "head"). If an exact value is required, based on a use of
the Appraise skill or whatever other method you prefer, roll 1d10 for each remaining significant
digit. "0" on the d10s is read as zero, not ten.
Example:
ou roll a 6 on the d8 and a 4 on the d4. This means the item is worth roughly d12 x 1000 gp. The
d12 comes up 10. The item is worth roughly 10,000gp. A PC uses the appraise skill, so 3d10 are
rolled, generating 3, 0, and 5. The item is worth 10,305 gp.
Continue this process until the total value of the individual items in the hoard has the same number,
or greater, as the number of significant digits in the total hoard value.
12. RANDOM WEATHER
(based on Deltaʼs blog post ʻOED Wilderness Rules Draft: Weather Events)
To adjust the results to any region, use the most appropriate table and adjust base daily
temperature.
For instance, a cold and humid region without snowfall would use the Spring/Summer
table, but with a base temperature of „cold“.
Also, think about giving penalties for wearing armor in hot/humid climate, as well as
possible effects of freezing on the body.
Light Rain/Snow: Travel may be attempted normally, but with a 2-in-6 chance of becoming
lost (mostly travel in circles, end move 1 hex in random direction)
Heavy Rain/Snow: Travel is impossible (except possibly for large creatures like giants,
ents, balrogs, etc)
Blizzard: Travel is impossible, and parties not in shelter have a 5% chance of freezing to
death (save for 3d6 damage)
13. SHIELD & HELMET: SIMPLE MASS COMBAT RULES
13.2 FIGHTERS
Roll (Level)d6
13.3 MAGIC-USERS
Level 1-5: roll 1d6
Level 6-10: roll 2d6
Level 11-15: roll 3d6
etc
13.4 CLERICS
Level 1-4: roll 1d6
Level 5-8: roll 2d6
Level 9-12: roll 3d6
etc
13.5 MONSTERS
Roll number of Hit Dice. Add bonus to one die.
Missle weapons are considered to be 1 or 2 steps weaker against the opponent (to level the
playing field somewhat).
Fighting against an opponent two steps stronger: roll 1d6 per two units, 5+ kills or reduces
monster hp by 1.
Fighting against an opponent two steps weaker: roll 2d6 per unit, 6 kills or reduces monster
hp by 1.
Fighting against an opponent three steps stronger (mounted and two steps stronger): roll 1d6
per two units, 6 kills or reduces monster hp by 1.
Fighting against an opponent three steps weaker: roll 2d6 per unit, 5+ kills or reduces
monster hp by 1.
Damage spells do damage equal to the number of dice rolled: a 6d6 fireball does 6 hits.
Attacking from behind bumps up Combat Strength by 1 step, and the attacked forces are
not allowed to retaliate.
13.10 MOVEMENT
Each figure may move up to one length of a pen in normal terrain.
Difficult terrain halves movement.
Very difficult terrain allows movement of up to 1/4 of a pen.
Fast or slow combatants move farther or shorter than one pen -- come up with your own
rulings here.
13.12 MORALE
Check morale when a unit has lost 3+ figures, when a unit has lost more than half of its
members, when a unit is attacked from behind or in the flank, or when friendly units are
routing nearby.
If the unit rolls higher than the number in the table, it is routed and immediately turns in the
opposite direction and moves as far back as it can. It will continue to do so till it reaches
the end of the playing field; at that moment, itʻs considered defeated.
A leader might be able to rally fleeing troops; roll 1d6 and stay at or under the leaderʻs
Leadership Skill (1=uninspired, 2=typical, 3=talented, 4=superb, 5=tactical genius).
MODIFIERS
Attacked in flank -1
Attacked from behind -2
Leader close by +1
Double ranks (formation wider than deeper) +1
Triple ranks (formation wider than deeper) +2
Lost half or more figures in unit -2
Witnessed the loss if their leader in this turn -2
Lost a general -3
14. ADDITIONAL IDEAS
V = victory, but threat is still existent (if repelling undead, you turned 2d6 of them)
K = kill, total victory, threat has been eliminated (if repelling undead, you killed 2d6 of them)
– = No effect
Cleric: Starting hp 8; HD 1d8; Damage 1d8. Start with 1+Level Mana Points. Spells are usually cast
successfully (except if circumstances are extreme). Roll some dice (referee determines), if successful, you
cast the spell for free; if not, lose (Spell Level) Mana Points.
Thief: Starting hp 6; HD 1d6; Damage 1d6. Start with skills: Open Locks, Remove Traps, Pick Pockets, Move
Silently, Hide in Shadows, Climb, Hear Noise.
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