Professional Documents
Culture Documents
4
S I M P L E 1 0 4 T H E D I T I O N
Foreword
Its unprofessional to say S I M P L E 1 0 started as a joke, but its the honest truth. A bunch of
anonymous users on the internet started cracking jokes about cartoon characters inhabiting
the roles of our favorite fantasy tabletop adventure archetypes, from the well-meaning but
dunderheaded paladin to the mischievous but unexpectedly noble bard. Then we got the idea we
could actually play this out ourselves like a real tabletop RPG, and we were faced with a mighty
problem: how do we play on an anonymous imageboard with a bare minimum of features?
In the years since, S I M P L E 1 0 R P G is the answer we worked together to create. You never
need more than one die, and the rules are short, easy to understand and... well, simple. Its great for
veterans like us who just wanted to cut loose, and it let our new friends jump into the action with
us. At the heart of it, a tabletop RPG is about the party; not just the dramatic figures in our minds,
but the people we share that fantasy with.
So if you expected to see the classical elves, dwarves, and orcs, but turn these pages to find strange
and unfamiliar faces greeting you, dont fret. In S10, youre not expected to follow an exacting
canon or microscopic rules. What makes these characters come alive is the magic you bring to the
table.
And without the magic of friendship, none of this would have happened. This book, this project, the
artwork and the world we created for it; its all an adventure in itself, made possible by my friends.
And I hope you, dear reader, have a few of your own.
MoronSonOfBoron (MSOB)
E-mail: s10@msob.me
T a b le of C ontents
7 A b o u t T his R P G 2 2 C r o ss - C l a ss
B a sics B a rd
8 R olling 2 5 C leric
S t a nd a rd r u les 2 7 Knight
9 option a l r u les 3 0 M a ge
7 2 M on k
7 6 S mith
These are not unbreakable rules.Change the rules as you need for your specific campaigns,
and please share any ideas you have!
Basics
Pick race and class, roll a ten-sided die (d10). Thats all you need to know about S I M P L E 1 0 !
Characters at a Glance
N A M E Your identity.
G E N D E R Boy or girl?
R A C E Each race has unique racial skills.
C L A S S Determines which skills you can take. Take a second class to become Multiclass.
S K I L L S You get 6 points to spend on skills.
S P E C I A L T A L E N T Typically a +2 bonus to one skill.
H I T S / W O U N D S Nonlethal/lethal damage you can take.
W E A P O N A N D / O R C A T A L Y S T How you attack or cast spells.
C H A R A C T E R T R A I T S Details that make your character unique, like looks, gear,
and personality.
8
S I M P L E 1 0 4 T H E D I T I O N
Rolling
A single 10-sided die (d10) is used to resolve the success of all actions,from negotiating a
conversation to landing a blow in combat. If you intend to play on a reasonably fast-paced
chan-style imageboard that doesnt have a dice function, you can use the last digit of your
post number to simulate dice rolls. If you use post numbers, treat 0 as 10.
Standard Rules
These are the standard rules that every S ingle 1 0 RPG adventure should use. You can
adjust it to your liking using the O P T I O N A L R U L E S provided in the next section, or
modify them as you like to fit your campaign and players needs.
M I N I M U M Every roll must meet or exceed AU T O C R I T Some skills can autocrit. Any
successful roll with an autocrit is treated as a
a minimum value (or Min) to be counted as
critical success.
success. Normally, the minimum is 6+. Changes
to circumstances can adjust Min up or down,
usually determined by Skill Tiers; a difficult
ROLL M O D I F I E R S In addition to
changes to Min, specific skills, talents, and other
task could be 8+, while an easy one might be 3+.
favorable conditions can add B O N U S E S to
Some skills have special effects that require a
your roll; for example, a +1 bonus means a roll
specific Min. Remember that Min is noted as the
of 5 is treated as a result of 6. On the flipside,
minimum value followed by a + plus symbol.
unfavorable conditions like injuries, distractions,
and opposing forces can inflict P E N A L T I E S ,
C R I T An unmodified roll of 1 or 10 always incurs
subtracting from your roll. Normally, even if the
a critical result, creating dramatic and extreme
modifiers change your result into a critical value,
changes to your circumstances. Some skills have
criticals occur only if the original unmodified roll
increased critical range and can score a critical
landed in critical range (see U N N A T U R A L
success on 9+, or even score a critical failure on
C R I T S ). Remember that a bonus or penalty is a
2. Some skills have special effects that occur on a
+ plus or minus symbol followed by the modifier.
critical roll. Normally, criticals can only occur if
the original unmodified roll landed in the critical
range (see U N N A T U R A L C R I T S ).
Optional Rules
Game Masters can rebalance their campaigns using these optional rules. GMs can choose to
add, remove, or modify them as needed.
to the players. By defaulting to the Min value, have varying intensities based on their difference
a player can automatically succeed at a task to Min. For example, for a Min of 6+ a roll of 6
as though they had rolled the Min value. This would mean only a partial success that had very
should only be used for situations where the poor results, while a roll of 8 would be a solid
PCs are under no duress and are free to work on success; in the same situation, a roll of 5 would
something for as long as they can (ex: exploring incur a partial failure that still accomplishes the
a nonhostile city, crafting an item, picking a lock goal at a bare minimum, a roll of 4 is a straight
in a secure location, etc). Players may also choose failure, and a 2 would be an abysmal failure
to default to critical success, but getting these without being critical to the point of backfiring
Character Creation
Step 1: Create a Concept Think about what character youd like to play. What
would he or she look like? What kind of peculiar quirks would he have? What are his
beliefs? You can use the races and the class archetypes to help you with an idea. Fill in the
name, gender and traits on your sheet.
Step 2: Choose your Race The first step to creating a character is usually
choosing their race. The races you can use depend on your game and its setting, Simple10
can work with just about any races imaginable. Below are some example races, and tools
to making your own ones. You can choose any race and class combination. Every race has a
racial skill.
Humans
Aeons
Drakin
Horks
Zhivur
ALIEN M I N D P
assive; with impossible
to decipher thoughts: Zhivur are immune to
mind control, domination, intimidation and
suggestion.
Custom Races
Players and GMs should feel free to also create their own races when needed or desired. Using
the rules above as a starting point, the following template can be used to easily add more races
to your games. Remember to ask your GM before bringing a custom race to a game.
Step 3: Choose your Class & Skills A characters class is the archetype for
their abilities and role in a world of high adventure. Characters start with six (6) Skill Points
to spend on class skills. When using most skills, you must roll a dice to determine the result.
Spellcaster classes begin play with a catalyst of some kind to channel their spells, such as a
holy symbol, fetish, wand, or power crystal. A magical beings body can count as a catalyst.
At any point you would level up, you may refund a skill, unlearning it and gaining the skill
points back to spend on something else. You get back all points spent into the skill: if bought
any recharge mastery, or unorthodox for the skill, those points also are refunded.
Reading Skill Entries
Tags
A u tom a tic No roll is needed when you take this action; the skill works whenever you
activate it as though you had rolled MIN. This skill still takes up an action during your turn.
I nst a nt This skill requires an instant action to be used during your turn. This skill
still requires a roll.
O N C E P E R This skill can be used once per given time period (a combat encounter, an
in-game day, or even once per game session). Skills that are listed as once per combat may
be used outside of combat, recharging at GMs discretion.
P A S S I V E No action or roll is needed, this skill is always in effect.
R A N G E D This skill can also target distant creatures and locations that might otherwise
be unreachable.
R ech a rge # You must wait # combat turns after successfully activating this skill
before you can attempt to activate it again. A failed roll incurs a 1 turn recharge. Skills listed
with recharge may be used outside of combat, recharging at GMs discretion.
R E QU I R E S This skill requires some condition to be met, such as wielding a specific
weapon type.
S P E L L This is a magic spell, and may be subject to special rules for spellcasting, such as
requiring a catalyst.
W E A P O N This skill can use your weapons properties, such as roll modifiers and the
ranged tag.
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S I M P L E 1 0 4 T H E D I T I O N
Cross-Class Skills
These skills can be taken by any character, regardless of class. Cross-Class skills may not be
suited for every class.
C O S T : 1 P O I N T
Bard
Entertainers by trade, bards travel in search of new tales and new adventures to partake
in. Most commonly armed with light weapons like rapiers or knives, as well as their musical
instruments.
C O S T : 1 P O I N T
I nspire You use song and performance
C h a llenger Recharge: 3 after
to enthrall a crowd or rally your allies.
effect ends. Raise an ally up to the greatest
Combat: the entire party gains +1 to all rolls
challenge you face. The target's skill tier is
next turn, or +2 on a critical success; this
increased to that of the highest tier enemy,
bonus does not stack with repeated use.
or 2 higher if they were already that tier.
Critical failure replaces the bonus with a
Lasts 3 turns or until the target goes Helpless.
-1 penalty to all rolls next turn. Noncombat:
you perform for a gathered audience, and
can garner reputation, favors, and resources
as the GM deems appropriate.
C he a p S hot Weapon, Recharge: 1. M imic S o u nd With enough
Nobody expects a musical instrument to creativity, any sound can be replicated. You
the head. Combat: 9+ renders the target can mimic almost to perfection any sound
helpless. Noncombat: this skill is automatic you have heard, be it an orchestra playing or
and renders the target helpless. the growling of a wild beast. This skill cannot
be used to imitate other sound-based skills
I mpro v ise Automatic Instant, Recharge
3. Tossing a solution together can be better
than stopping to make a plan. Your next roll
counts as 2 Tiers higher but cannot crit.
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
C H A O S Recharge: 8 after effect ends. Silly H eroism Recharge: 8. Blare out the
or just outright crazy music is perfect for most amazing of heroic marches, and your
those moments when everyone just starts allies will truly become heroes! For the next 3
hitting everyone. Roll 2d10, the partys Skill turns, every action by the party is calculated
Tier becomes the higher and the enemys as if they were Heroic tier. If the party is
lower for 2 turns. already Heroic tier, calculate the actions as
if they were Legend tier.
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S I M P L E 1 0 4 T H E D I T I O N
Multiclass
The following skills can be picked by anyone Multiclassing with a Bard as one of the two parent
classes. Each costs 2 skill points.
Spellcaster. Clerics support their allies and crush the unworthy using the force of their spirit
and a firm belief in causes greater than themselves. Though many Clerics draw their power
from deity worship, an equal number are empowered by personal ideology. Often armed with
blunt weapons like maces, staves or large holy icons.
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
Multiclass
The following skills can be picked by anyone Multiclassing with a Cleric as one of the two
parent classes. Each costs 2 skill points.
Knight
Clad in armor and armed with both an iron will and an iron blade, knights excel at protecting
others and themselves from harm. Knights are martial masters, able to wield every variety of
weapon but most commonly armed with swords, axes, polearms, and shields.
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
Q u a k e Weapon, Recharge: 3. Shatter the counter damage on a critfail when rolling for
earth along with your foes. Deals damage to this skill.
all nearby enemies.
P rotect Automatic Instant, Recharge: 3
S u ppress Weapon, Recharge: 1 after after effect ends. Often seen as the most no-
letting go. Force a target down and keep ble calling of a knight. Throw yourself in the
them there. Renders target helpless. After path of danger to save your allies.
success, can keep taking automatic actions
to keep the target pinned. If this action is not Takes all damage for a target until the end
taken, the target gets up. of next turn (2 turns total). Neither can
be rendered helpless in that time, but the
C a u tio u s S tri k e Weapon, Re- knight becomes helpless afterwards if the
charge 2, Requires shield. Strike with caution, target would have become helpless during
avoiding unnecessary risks. You only suffer Protects duration.
C O S T : 3 P O I N T S
1 P oint : 2 P oints :
J o u st Passive. At the beginning of com- C r u sh Passive. Enemies you render help-
bat, pick an enemy. Until your first failure, that less lose 1 Skill Tier, does not stack.
enemy may only attack and counterattack you.
Multiclass
The following skills can be picked by anyone Multiclassing with a Knight as one of the two
parent classes. Each costs 2 skill points.
B u shido Passive. The code of faraway J u ggern a u t Passive. There are few
lands guides you in battle. A critical failure things that can make you fall, even fewer that
in combat causes you to take four hits in- can keep you down. Every time you success-
stead of instantly rendering you helpless. fully stand up from helplessness, add +1 to all
future attempts to get up. This bonus also ap-
V a ng u a rd Passive. Vanguards are ex- plies to anyone trying to help you up. Lasts
pected to take the worst of it so their weaker al- until combat ends.
lies dont have to. You and all allies ignore first
damage taken in combat, including critical fail- S hield W a ll Recharge 4 after effect ends.
ures. This does not negate non-damage effects. Raises a ward that absorbs up to two failures
or one critical failure.
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S I M P L E 1 0 4 T H E D I T I O N
Mage
Spellcaster. Magic is useful for everyday work, though some train to become devastatingly
powerful mages instead. When forced to fight without magic, most mages rely on staves,
daggers or heavier spellbooks for self-defense.
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
The following skills can be picked by anyone Multiclassing with a Mage as one of the two
parent classes. Each costs 2 skill points.
S ight b e y ond sight Spell, Re- I ll u sion Spell, Recharge 6 after effect
charge 3. The greatest of seers can see even ends. Warp the world around you for fun and
beyond reality by awakening their fourth eye profit. Give the target delusions: distracts the
You can see beyond walls, barriers, illusions, target while they interact with the fake world.
lies and the fourth wall. Can make one roll The higher the roll, the more believable the
to tap into meta information and listen in on illusion is, and the longer it lasts. Illusion is
out of character discussion. broken when attacking.
Necromancer
Spellcaster. Everybody lives, not everybody truly dies. If death seems like too much to deal
with, a necromancer is the one to call when you need to hug grandma one last time. Or when
you need some zombies to take hits for you. Necromancers often favour symbolic weapons like
scythes and sickles, though many also fall back on the more traditional staves and daggers.
C O S T : 1 P O I N T
C O S T : 3 P O I N T S
R es u rrect Spell. Brings one of the to the Abomination; every time the corpse
dead back, good as new. Returns dead target count doubles, it gains a new feature such
to life. Renders both you and the target as increased size, increased Skill Tier,
helpless. or additional hits. You can have only one
Abomination at a time. If your Abomination
A b omin a tion Spell. The best way is destroyed or defeated, you can resummon
to have the strength of ten men is to stitch it with a successful roll. Unaffected by Pet
ten men together. You create an undead Mastery.
companion. You can fuse additional corpses
Multiclass
The following skills can be picked by anyone Multiclassing with a Necromancer as one of the
two parent classes. Each costs 2 skill points.
Spellcaster. Paladins smite their foes with great power and spirit, fueled by inner fire and a
firm belief in their cause. Though many Paladins draw power from worshiping a deity, just as
many choose a path of their own making. Most Paladins favor large weapons like greatswords,
warhammers, battle axes or larger holy books tied to sticks.
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
The following skills can be picked by anyone Multiclassing with a Paladin as one of the two
parent classes. Each costs 2 skill points.
Rogue
Thieves, assassins and dwellers of shadow, rogues prefer to remain hidden and strike when
least expected. They often prefer easy to hide weapons like dagger or knives, as well as
throwing knives and hidden blades.
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
Multiclass
The following skills can be picked by anyone Multiclassing with a Rogue as one of the two
parent classes. Each costs 2 skill points.
R u se Once per combat. Merely pretend- S h a dow S lip Recharge: 1. There are
ing to be incompetent is a simple yet effec- those whose skills at breaking and entering
tive ruse, a perfect example of the tricksters are so incredible, they border on dark magic.
arsenal. Use this skill when you roll a critical Attempt to slip through the cracks of reality,
failure, on success it is instead treated as a walking past loosely hinged doors, thin walls,
critical success. windows and other lesser obstacles without
harming them or yourself. Has no effect on
M a ster S tri k e Instant, Recharge: barriers thicker than half a meter.
3. To a blademaster the greatest thrill of all
is to go for those impossible strikes nobody
expects - to gamble everything in one over-
confident attack. Your next roll is a critical,
success or fail.
Spellcaster. While only mages wield spells and only the devout wield divine power, all can turn
to the elements of nature itself for help. Often the tools of the shaman double as his weapons,
including ritual knives, staves, heavy ornaments or small totem poles.
C O S T : 1 P O I N T
N at u r a l R emed y Ranged,
Recharge: 1. Unpredictable but powerful.
Might cure you, might kill you. Restore a
targets hits to full and restore one wound,
or removes status effects. Crit on 9+ restores
2 wounds, but crit fail on 2- deals a wound of
damage.
4 4
S I M P L E 1 0 4 T H E D I T I O N
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
D ec a y You burst into rot and fungus, E a rth You harden like stone, gaining +2
multiplying your physical attack damage by hits and a +1 bonus to physical attacks.
1.5 rounded up and gaining +1 to intimidation.
L ife Young buds and sprouts flow from you,
passively healing an ally (but not yourself) for
two hits or one wound each turn.
Multiclass
The following skills can be picked by anyone Multiclassing with a Shaman as one of the two
parent classes. Each costs 2 skill points.
Tracker
Trackers live off the land and love it. They know nature like the back of their forelimb, and
can thrive in situations that would drive many others to giving up or endless whining.
Trackers are masters of ranged weapons such as bows and crossbows, but often also carry
survival tools like knives or axes.
C O S T : 1 P O I N T
S ilence On hit, the enemy cannot cast a Knoc k o u t On hit, the enemy is unable
spell next two turns. to counterattack next turn, and is considered
helpless, but does not lose a wound. He instantly
S plit Hits 2 targets at once. and automatically gets up on the turn after that.
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
Multiclass
The following skills can be picked by anyone Multiclassing with a Tracker as one of the two
parent classes. Each costs 2 skill points.
Those who walk the path of the sword often walk it for life. The duration of said life tends to
be directly related to their dedication to the path, as for many it is short and violent. For those
with the right heart for it, it is instead long and far more violent.
C O S T : 1 P O I N T
Dual D u el D a sh Weapon,
G re a t C r u sh Weapon, Recharge: 1.
Recharge 1. Dual wielding only works in stories.
The bigger your weapon, the harder it hits.
Like this one! Requires Dual Weapons. Roll
Requires Great Weapon. Deals standard
2d10. Deal and take full damage from the
damage and lowers the targets Skill Tier as
higher, half (rounding up) from the lower.
well as the crit threshold of actions against it
by 1 for 1 turn.
Arsen a l Automatic, Instant, Recharge: 1.
A wise warrior always carries several spares.
S h a rpen Once per combat. Prepare
Switch your weapon to another type.
your weapon for battle. Give one ally (or self)
+1 to their weapon Quality for The duration
W e a pon M a ster y Passive. Make
of the battle.
the most out of your weapons. Enhances
your weapon, depending on type. In addition
to normal benefits:
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
The following skills can be picked by anyone Multiclassing with a Warrior as one of the two
parent classes. Each costs 2 skill points.
Step 4: Choose your Talent Every character has a t a lent that represents
special training and focus or a natural ability that makes them incredibly good at some
kind of action, activity, or ability. The typical talent is a +2 bonus to one of a characters
class skills; with the GMs approval, players may create a talent bonus appropriate for the
character they want to make.
Here are some examples of the most common types of talents that might be chosen for a
character:
At creation, a starting character usually possess a few items and a weapon of a single type,
and a catalyst if they are a spellcaster. Highly valuable items such as multi-type weapons,
unique items, and other exotic or powerful tools are subject to GM approval.
Spellcasting Catalyst
As described above, spellcaster classes such as the Mage and Shaman require a catalyst to
help them channel their magical power into specific forms and effects. Without a catalyst, a
character cannot cast skills with the spell tag. Spellcasters may choose a catalyst when first
created. Catalysts are not Weapons, but need to be switched in the same way one changes
weapons to be used.
A catalyst can be just about any kind of item, from a religious symbol to an item of great senti-
ment, or even a weapon or piece of armor, typically inscribed with magical runes and symbols.
You must be touching your catalyst and have it visible and exposed to the target(s) for spell-
casting to work.
No adventurer would go on a quest without things like food rations, rope, camping supplies,
personal items, and crafting tools. Choose a few items that are appropriate to your charac-
ters interests and the dangers they expect to see.
Use common sense when choosing items, and dont try to cheat by carrying powerful items
or too much stuff. The GM may set limits or requirements on the type and amount of items
you can carry.
5 4
S I M P L E 1 0 4 T H E D I T I O N
Weapon Types
Weapons are divided into broad types that change how they perform and sometimes how
they can be used for weapon skills. Most weapons have a single type. The number of weapons
a character can carry is limited by the GM, but by default should be one. Switching weapons,
vor between a weapon and a catalyst, is an automatic action that requires one turn.
Weapons of exceptional quality or condition add modifiers to normal attack rolls. Skills with
the weapon keyword as well as basic attacks apply weapon quality to their rolls. Certain
skills can also boost or lower weapon quality.
Special Weapons
Adventurers can come upon weapons with unique properties allowing different methods
and means of attack. Special weapon properties do not apply to the use of skills unless
otherwise noted. Obtaining things like these is always down to GM discretion.
Combat
Big adventure comes with tons of fun, often in the form of violent encounters with
hostile NPCs. Combat is typically resolved through determining initiative, attacks and
counterattacks, rendering opponents helpless, and ultimately killing your enemies.
H its a nd W o u nds Hits are gen- ter becomes helpless, they take a wound of
erally superficial damage, representing damage. A helpless character must roll (usu-
wear-and-tear and exhaustion; they can be ally Min 6+) to recover and continue fighting.
restored easily with the Heal spell, some kind An ally can also make the same roll for you,
of healing action, over time or with a short and if they are successful you recover as nor-
rest. Wounds are persistent injuries and deep mal. When you recover, you restore full hits.
bodily damage; taking too many wounds will Some skills or effects may help you recover,
kill a character. Wounds can be quickly re- or change the number of hits restored.
stored using skills, but otherwise require
significant effort and time, maybe days, to be While helpless, a character is immobile and
patched up. cannot take many actions, and attacks against
them incur wounds. Rolling a critical failure
A character usually must be helpless to begin to recover from helplessness deals a wound
suffering wounds, but some skills and effects of damage to you, and each turn you remain
can bypass hits and deal wounds directly. helpless the range for critical failure increas-
es by 1, up to 4-, beyond which you automati-
H elplessness a nd R eco v er y cally take a wound for remaining helpless. If
A character with no hits remaining is helpless; you are reduced to 1 wound, you no longer
some skills and effects can immediately ren- automatically take wounds unless attacked,
der a character helpless. Whenever a charac- but you cannot roll to recover.
Sequence of Combat
Combat takes place in turns. Each turn, the players declare the action their characters will
take, and all results are resolved simultaneously.
C om b a t Action A character in
R O L L 5 1 Hit taken.
combat can perform up to two actions: a nor-
R O L L 4 2 Hits.
mal action such as using a skill, aiding a help-
R O L L 3 3 Hits.
less ally recover, or making some complex
R O L L 2 4 Hits.
maneuver; and an instant action such as us-
R O L L 1 Instantly helpless.
ing an instant skill. Automatic skills require
an action to be used, but dont need a roll. In-
stant skills can be used with an instant action. Enemies rarely roll on their own. They are
Passive skills and effects require no roll nor instead assumed to roll the opposite of what
action, and grant their bonus at all times. the attacking player rolled. Enemies that no-
body attacked deal 1 Hit to a random player at
C o u nter a tt a c k Characters tak- the end of the turn each.
ing combat actions leave themselves open
to counterattack from their target or other Helpless enemies will stand up if an attack
threats; if their roll fails (5- by default), they aimed at them misses. If more than one enemy
may be struck by a counterattack and take is present, other enemies can forgo counter-
damage accordingly. attacking in order to help their ally up instead.
Skills such as Raise Dead allow the player to take a pet or minion. Normally, a character
can have up to one pet at a time; for one skill point, they can take the Pet Mastery skill to
increase the number of pets they control by one (see C r o ss - C l a ss S ki l l s ).
Dealing Damage
The very nature of s10 binds the act of dealing and receiving damage into a single action,
depending on the die roll. So to mirror the counterattack damage, successful rolls are
suggested as follows for opponents of an equal Skill Tier.
R O L L 6 1 Hit.
R O L L 7 2 Hits.
R O L L 8 3 Hits.
R O L L 9 4 Hits.
R O L L 1 0 Crits of any kind: 5 Hits.
R oll 10 Hits.
crit + 2
R oll 15 Hits.
crit + 4
A standard Enemy has 5 Hits / 5 Wounds. Rendering them Helpless removes 1 Wound.
In case you are playing with the Supercrit rule, instead, rendering them Helpless with overkill
removes 2 Wounds.
Ex. Rolling a 12 or 13 renders a standard enemy Helpless and takes them down to 3 Wounds.
Attacking a Helpless enemy successfully removes 1 Wound.
A crit on a Helpless enemy removes 2 Wounds.
Skill Tiers and Leveling
Skill Tiers determine a characters general prowess in and out of battle.
For each Skill Tier you are above your target, the minimum of success is lowered by 1.
For each Skill Tier you are below your target, the minimum of success increases by 1.
Unless otherwise stated, this only affects the Minimum to hit, NOT the damage dealt. No
matter how crazy skilled you are, barely scratching the enemy wont cause them to suddenly
burst into chunks of gore.
Enemies (and even players) can temporarily change Skill Tier due to injury, intoxication,
poisoning, a particularly heroic moment of inspiration, the power of love, etc. This only
affects rolls, not Skill Points or other Skill Tier Bonuses. At most, a skill tier can only be
halved or doubled (rounding down) unless otherwise stated by a skill or decreed by the GM.
Skill Tiers can also be applied outside combat situations to help define the difficulty of a
task.
E x a mple S
Leveling Up
After enough of a feat (a big boss fight, an important story moment, etc.), each player can
gain a Skill Tier.
A basic adventurer should start at Beginner tier, with 6 SP and a Talent but no other Skill
Tier bonuses. Adventurers starting below Beginner only get 4 SP and no Skill Tier bonuses
until Beginner. Adventurers starting above Beginner get the appropriate amount of Skill
Tier bonuses, as below.
For each Skill Tier gained, the character gains 2 additional skill points to spend
on whatever they like. Additionally, they may perform skill swaps (detailed under
cl a ssless s k ills ).
E x a mple of S k ill T iers a ffecting roll d a m a ge
Spellcaster. While Smiths are toilers of the flesh, Alchemists are toilers of the mind. Like their
potables, Alchemists come in many flavors, ranging from hermit mystics brewing unknown
elixirs, to disciplined urban proto-scientists and their miracle cures.
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
The following skills can be picked by anyone Multiclassing with Alchemist as one of the two
parent classes. Each costs 2 skill points.
Vision a r y Passive. To see into the fu- E x periment a list Spell, Recharge:
ture, even slightly, is a power anyone would 1. Alchemy has countless applications, mak-
risk some experimental drinks for. When ing it important to label your creations more
you make a basic attack, you may declare the informatively than drink me. Grow or
target after seeing the roll result. shrink an incapacitated, willing, or inani-
mate organic target with a potion. Skill Tiers,
P oet Spell, Recharge: 1 after effect ends. Hits and wounds are not changed by this
Not everyone is great at making friends and effect, but the target will retain proportional
finding acceptance. Luckily, there are ways weight to its new size.
to bottle love, affection and respect. Infatu-
ates the target, making it more willing to Brewm a ster Spell, Recharge 2 after
help you if out of combat, or forcing it to effect ends. Building resistance to substances
deal any counterattack damage to other over long.periods of use is normal. However,
party members (unless no valid alternatives with a little aid, it is possible to build similar
remain) in combat. Lasts three turns. resistance to physical pain as well. Target
lingers at 1 Hit rather than going Helpless
the next time it normally would fall Helpless.
6 6
S I M P L E 1 0 4 T H E D I T I O N
Chronomancer
Mythical magi who travel time the way you walk across a room, correcting inconsistencies,
preventing disasters, or manipulating the future to their own benefit. Disappointing many of
those who study it, the reality of Chronomancy is more on the scale of minutes or days.
C O S T : 1 P O I N T
C O S T : 3 P O I N T S
Multiclass
The following skills can be picked by anyone Multiclassing with a Chronomancer as one of the
two parent classes. Each costs 2 skill points.
Privy to truths beyond the minds of most, Cultists oft endure the label of fanatic or madman.
But let them mock. They will see. They will ALL see, in the end!
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
Multiclass
The following skills can be picked by anyone Multiclassing with a Cultist as one of the two
parent classes.
Monk
A philosophy exists that regards one's body as the ultimate weapon. Monks embody this
ideology in full, channeling themselves into feats of great power.
L eg S weep Recharge 2. Sweep the leg S t a nces Passive. Stances are the key to
and the rest will follow. You may use this abil- martial arts. Learning when to be firm and
ity from helplessness. On success, target be- when to be flexible is the difference between
comes helpless, and if you were helpless you a master and a corpse. Switching stance is an
spring back to your feet. Instant Automatic action. You get all Stances
at once, no need to take this skill again.
Chi Boost: 2 chi Using the momentum from
bringing down one target, you may instantly Be a r S t a nce You may take incoming
make a standard attack on another target. damage to your chi pool instead: each point
of damage removing a Chi Point.
O pening P u nch Instant, Recharge C r a ne S t a nce Each turn you gen-
1. The first strike in a series of punches and erate 1 Chi Point.
kicks. Generates one chi point on a failure, CROSS S t a nce Self-inflicted help-
two chi points on a success, or three on a less does not cause a wound of damage.
critical strike. G R A S S H O P P E R S t a nce You may
spend a Chi Point in addition to normal costs,
Chi boost: 1 chi point Your chi generation is to make any skill instant.
doubled this turn. TIGER S t a nce You cannot benefit
from weapon tags, but gain +2 to all normal
B a l a nce Passive. The scales of life and attacks.
death remain forever in balance. When you
cause an enemy to go helpless, an ally of your
choosing gets up automatically.
C O S T : 2 P O I N T S
Multiclass
The following skills can be picked by anyone Multiclassing with a Monk as one of the two
parent classes.
W restler Spell, Recharge 3. Not all N inj a Passive. Untouchable is better than
masters of the up close and personal fist fight invincible. When applied right, a little trickery
exchange punches and kicks. Grapples and can go a long way in keeping you safe. Always
holds are unexpectedly powerful weapons suffer one less hit of counterattack damage.
in the right hands. Deals standard damage.
Crits on 1 less for each time you have been
helpless this fight.
Smith
For some, work is never over. Things can be improved and remade, and Smiths, those endless
inventors and innovators, are the ones to do it.
C O S T : 1 P O I N T
C O S T : 2 P O I N T S
C O S T : 3 P O I N T S
The following skills can be picked by anyone Multiclassing with a Smith as one of the two
parent classes.