Hilander RPGs

H. Pyle, Baron Frederick

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:

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.

Click Here for Gear

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.

Potential Consequences include:

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:

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:

Falling to 0 HP: While NPCs that fall to 0 HP usually die, player characters that fall to 0 HP may make a choice:

Experience & Levels

After each session, players should count up experience points. For each question a character can answer yes to, they gain 1 XP.

A character may spend xp equal to 5x their level to advance.