Hilander's House Rules
The Chance Dice: If there is no ruling for how a situation turns out, ask a yes or no question, then roll 2d6. A roll of 8+ is a "yes," and a roll of 6- is a "no." A roll of exactly 7 is "yes, but" and adds a price to pay or a similar complication.
Rolling Up a Character
Click here for a blank character sheet.
Attributes: Each character has 3 Attributes:
- Might: Physical power & endurance
- Grace: Balance & precision
- Will: Influence & self-control
Roll on the following table to set your attributes, then add 1 to a single attribute of your choice:
d6 | Might | Grace | Will |
---|---|---|---|
1 | +2 | +1 | -1 |
2 | -1 | +2 | +1 |
3 | +1 | -1 | +2 |
4 | +2 | -1 | +1 |
5 | +1 | +2 | -1 |
6 | -1 | +1 | +2 |
Gear: Characters have 10 slots for gear. Bulky items (B) fill 2 slots, and Small items (S) can be stacked 3/slot. Some items, such as worn clothing and tiny trinkets, are negligible (-) and take no inventory slots at all.
Hit Points: Characters begin with d6 HP.
Armor Class: For unarmored characters this is 10+Grace.
Speed: Most characters have a speed of about 30'.
Passions: Each character may have up to 2 passions. You may roll on the vice/virtue table below, or create two passions of your choice.
d6 | Vice | Virtue |
---|---|---|
1 | Greed | Generosity |
2 | Pride | Humility |
3 | Fear | Courage |
4 | Wrath | Mercy |
5 | Gluttony | Moderation |
6 | Sloth | Dedication |
Hope: Characters begin with 10 maximum and current Hope. Regain 1 Hope upon rolling a 20 on the dice during a test, or when engaging in a passion.
Class: Lastly, players should choose a class for their character.
Playing the Game
Tests: A test must be rolled if a character attempts something both possible and risky. Roll a d20 and add the character's most relevant attribute. A result of 10+ succeeds without consequence. Failure may mean success and consequence, or only consequences, as is fitting for the situation.
- Spending Hope: Upon failing a test, you may spend d4 Hope to reroll the test. You may only do this once per test.
Potential Consequences include:
- Fatigue - Fills an inventory slot and inflicts -1 to future tests. Upon taking 10 fatigue, your character dies of exhaustion.
- Damage - 1d6 for minor, 3d6 for major, +save or die for extreme.
- Loss - Potentially of gear, reputation, or time.
Saves: if a character has a narrow chance to avoid a terrible fate, they must roll a save. Roll a d20 and compare it to your current Hope. If the d20 is under or equal to your Hope, you succeed, otherwise the danger occurs.
Traveling & Rest
Days are divided into three 8-hour watches when adventuring: Morning, Evening, and Night. A watch is long enough to:
- Travel about 6 miles.
- March about 12 miles, then take 1 point of fatigue unless mounted.
- Search the area for anything interesting.
- Rest: This requires eating a meal. Choose one option, or two if the meal is skillfully prepared from fresh ingredients. The same option may be taken twice:
- Heal d6 HP.
- Remove 1 fatigue.
- Regain 1 Hope.
- Failure to Rest on a day inflicts 1 fatigue.
For super-simple travel, try Region Crawling
Reactions
Upon encountering a stranger for the first time, they may roll a reaction to the party. Roll a d12:
d12 | Reaction |
---|---|
3- | Hostile, attacks! |
4-5 | Aggressive, makes a demand. |
6-8 | Wary, Busy, or Defensive, wants the party to leave. |
9-10 | Curious, wants something from the party. |
11+ | Helpful, really wants to make a deal. |
Combat
Initiative: If a fight occurs, each side rolls a d6, and the highest result acts first. Repeat this initiative roll each round. Surprised characters do not act on the first round of combat.
Acting: On their turn, each character may move their speed, and take a single action:
- Attack: make a test with the target's AC as the DC. On a hit, roll your weapon's damage, plus the used attribute, and subtract the total from the target's HP. If an attack test rolls a 20 on the dice, the attack is a Critical Hit. Roll twice as many damage dice.
- Sprint: Move again.
- Maneuver: Attempt any possible action. This may require a test or a save from a targeted opponent.
Falling to 0 HP: While NPCs that fall to 0 HP usually die, player characters that fall to 0 HP may make a choice:
- Last Stand: Immediately take a single turn. During that turn, instead of rolling dice, simply choose a result for each dice. After the turn, your character dies.
- Suffer a Wound: Describe a new scar, then fall unconscious for 10 minutes. Until you regain max HP, you are wounded. Wounded characters that fall to 0 HP must save. On a success, they fall unconscious for 10 minutes. On failure, they die.
Experience & Levels
After each session, players should count up experience points. For each question a character can answer yes to, they gain 1 XP.
- I attended the session and participated in the game.
- I acted on a passion.
- I helped overcome a dangerous foe.
- I learned something interesting.
- I acquired a new ally or treasure.
A character may spend xp equal to 5x their level to advance.
- Gain a class template, up to 4 total.
- Gain d6 HP.
- On even levels, increase 1 Attribute and max Hope by 1.