Hilander RPGs

House Rules v2

H. Pyle, Baron Frederick

A game of life-or-death stakes
in a world where anything is possible,
and nothing is certain.

Taking Ample Inspiration from Arnold Kemp's GLoG.

The game begins with a Referee who sets the stage, and Players who each take on the role of a character upon that stage. The players will together decide a journey, which may be just about any adventurous task within reason. The Referee keeps players informed of their surroundings as play progresses, and adjudicates the outcome of their actions with reason, neutrality, and dice.

Resolving Uncertainty

When a character attempts something that is possible for them, it typically only takes a matter of time and/or resources.

Ceril ties up the unconscious guard and leaves her in a coat closet.
Delilah, with a grappling hook in place, climbs up the old stone wall.

However, if the action involves some risk or is being done hastily, a test is required.

Tests

To attempt a test, the character's player rolls a d20 and adds their most relevant attribute. If the result of this roll is 12+, the test succeeds.

Delilah wants to hold a gate open. She has a Might score of +2, so rolls a d20+2, resulting in a total of 18. As this is greater than 12, she manages to hold the gate open, allowing her party to pass through safely.

Using a Skill: If a character has a skill relevant to their test, they may add their skill's rank instead of an attribute. When a character uses a skill, they should also place a check-mark next to that skill.

Ceril attempts to pick a lock in a hurry. He has a lock-picking skill with a rank of 5, so he chooses to add that instead of his Grace score of 3, then he places a check next to his lock-picking skill. He rolls a d20 which lands on 11, and adds his +5 bonus for a result of 16, which allows him to pick the lock with little more than a flick of the wrist.

Advantage & Disadvantage: At times the Referee or rules may grant a test advantage or inflict disadvantage. If a test has advantage, roll twice and choose the higher result. If it has disadvantage, roll twice and take the lower result.

Failure

On failure the Referee determines how the narrative progresses.

Success at a Cost: The Referee may name a cost (A broken tool, loud noise, damage, fatigue, etc.), and the player may choose to pay it in order to succeed, or suffer the results of failure. Success at a cost is almost always possible for skilled rolls, but for unskilled rolls this option is usually more rare or expensive.

Ceril opens the locks in a blaze, but his picks are bent and snapped beyond use.

Complete Failure: What is risked occurs.

As Delilah walks across the rope, she rolls a total of 10 to balance. As this is less than 12, she falls into the rushing water below.

Saves

At certain moments the Referee or rules will ask a character to attempt a Save to avoid sudden danger. Roll a d20. If the result is under or equal to your Save score, you succeed, otherwise the danger occurs.

Your Save score is 5+Level+Will.

Contests

If two characters act in direct opposition to each other, a contest is rolled. Each character rolls a test, and the higher result wins. On a tie, the situation remains unchanged.

Teamwork

Help: A character may help another character by making an appropriate test. On success, the helped character gains +2 to their own roll.

Justinius is making a contest to hold a door shut against the ogre. His allies pitch in with unskilled Might rolls, and one succeeds, giving him +2 to his contest.

The Chance Dice

To resolve uncertainty that does not rely on a character's skill, the Referee may phrase the uncertainty as a yes/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.

Ulric the boulder wishes to know if there are any barrels to hide in sitting around the dock. The Referee thinks it's plausible but uncertain, so she rolls 2d6 and rolls a 7, "yes, but they are loaded with dead fish."

Exploration

Days are divided into three 8-hour watches when adventuring: Morning, Evening, and Night. A watch is long enough to:

Fatigue is a special condition that makes your character less and less effective. Whenever you gain fatigue, place an "X" next to one skill, class feature, or spell. Until the X is removed, you cannot benefit from that aspect of your character sheet.

Camping

If the whole party rests for a complete day, choose one of the following options, or two if a meal is skillfully prepared from fresh ingredients. The same option may be taken twice:

Dungeon Crawling

In dark and dangerous areas, turns last 10 minutes, and are long enough to:

Special Situations

Climbing - Rough surfaces may be climbed at 1/2 speed, or quickly with a test.

Jumping - Characters may jump 5' from standing, 10' with a running start, or up to 20' with a running start and a test.

Falling - For every 10' fallen, a character takes d6 damage. If a character falls 50' or more, they must test Grace or die outright.

Darkness - In total darkness, the party rolls a d12 each turn. On a 1, a character is lost to the darkness. Characters may appear later in the dungeon in need of rescue, but if the party leaves without them, they should be considered dead.

Hiding - While out of line-of-sight, make a skill-check to hide. On success, a creature must search as an action to find you, succeeding on 3-in-6.

Sneaking - While concealed by shadows or cover, make a test to sneak past or surprise a foe.

Noise - If a loud noise occurs, the Referee checks for encounters.

Swimming - Characters may swim at 1/2 their movement speed. Characters in metal armor or fast currents must make a test each round to remain afloat. On failure, they sink up to 30' per round.

Holding Breath - After Might x10 seconds (Minimum 10), breath in or save each round to avoid suffocation, which deals d4 DMG per turn.

Combat

Initiative: If a fight occurs, each character tests Grace to act before opponents. This test is repeated each round. Surprised characters cannot act on the first round of combat.

Acting: On their turn, each character may move their speed, and take a single action:

Two-Weapon Fighting: If fighting with two weapons, use the higher to-hit bonus, and roll both weapon's damage dice. Choose only one weapon with which to deal damage.

Reacting: Once per combat round, you may take a reaction if you have an item, spell, or class feature that allows you to. You may also use your action to prepare any action and name a trigger. If the trigger occurs, you may use your reaction to take that 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:

Creating Your Character

Print-out Character Sheets

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

Hit Points: Characters begin with d6 HP.

Armor Class: An unarmored character has AC 10+Grace

Speed: Most characters have a speed of about 30'.

Save: Your Save starts at 6+Will.

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.

Skills

Gain 2 random skills from the following list, and 1 from your class. All skills begin with a Rank of 5.

Click for Skill List
  1. Climb: Move easily up rough surfaces not intended for climbing.
  2. Sneak: Move unnoticed when others are looking for you.
  3. Hide: Conceal yourself with minimal cover.
  4. Pick Locks: Manipulate tumblers to gain unwarranted access.
  5. Lift: Heave objects too heavy for most others.
  6. Swim: Traverse fast currents or deep-water.
  7. Rope-work: Tie knots, lasso targets, etc.
  8. Tinker: Safely disarm or repurpose traps and other machines.
  9. Herbs: Identify and prepare useful or deadly plants. Requires fresh or preserved herbs. Concoctions must be used within a day.
  10. Track: Locate and follow signs of another's passing.
  11. Smith: Create, break, or repair metal gear.
  12. Cook: Identify and prepare nourishing ingredients.
  13. Barb: Safely cut, sterilize, and repair living tissue. Allows healing d4 HP once per day per treated individual, takes 10 minutes.
  14. Stitch: Identify, repair, and create cloth items.
  15. Eavesdrop: Hear a conversation across a crowded room. Tell the difference between a silent room, and a room in which someone is trying to be silent.
  16. Lore: Recall information from previous eras of history.
  17. Impersonate: Take on a convincingly different voice, personality, and mannerisms.
  18. Palm: Surreptitiously grab items without notice, or perform minor mundane illusions such as card-tricks.
  19. Arcana: Understand and modify magical runes.
  20. Languages: If you encounter a language you've never encountered before at the table, roll a test to see if you know it.

Convictions

Each character may have up to 2 convictions, which are their guiding hopes and morals. You may roll on the table below, or create them yourself. After a session, you may change one of your existing convictions if you wish.

When you take an action based on a conviction rather than common-sense, make a check mark next to it. You may erase that check mark at any point to force any dice at the table to be re-rolled, taking the new result.

Click to see example convictions
  1. I will get rich or die trying.
  2. I will defend the innocent.
  3. I will uncover forgotten lore.
  4. I will secure power for myself.
  5. I will act with full honor.
  6. I will survive no matter what.

Class

Each player should choose a class for their character.

A character's class grants them starting gear, a skill, and unique class features. At level 1, gain features from the first template of your class.

Final Details

Last but not least, you may name your character, and decide how they know one other player character.

Experience & Levels

After each session, players should count up experience points. For each statement below that is true for you, gain 1 XP.

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

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