Hilander RPGs

Songs Unsung

Classless, Mid-Strength Backgrounds, Strong Diagetic Growth


Characters - Backgrounds - Advancement - Essentials of Play

Journeys - Delving - Encounters - Combat - Gear - Spells


Knights ride through waves. A golden castle shines in the distance M.F. Fuller


Creating a Character

You are only just beginning. Your song lies ahead, if you dare rise to meet it.

Attributes

To make a character, begin by rolling their attribute scores.

Roll 3d6 for each attribute, and record the rolled score only.

3d6 Score
3-5 -2
6-8 -1
9-11 +0
12-14 +1
15-17 +2
18 +3

STRENGTH (STR): Physical might and endurance.

DEXTERITY (DEX): Balance and precision.

MIND (MND): Memorization and recollection.

WILL (WIL): Influence and self-control.

HD, HP, and Saves

HD: Hit Dice (HD) are d6.

Saves: Your save difficulty (DC) begins at 15-WIL.

Languages

Learn 1 1/2+MND languages, minimum 1/2. You may spend half a language to speak a language but remain illiterate in that language. E.g. a character with +1 MND has 2 points to spend, and may choose to be fully literate in Tidings, and speak Drakkar & Dwarrow, but be unable to read either of those languages.

  1. Tidings: A chittering human tongue of many dialects.
  2. Classical: Language of the ancient empire. Still used by academics.
  3. Sylvan: Spoken by elves and fae.
  4. Stahlern: Speech of dwarves and creatures of the deep.
  5. Vildish: Used by Halflings, Goblins, Trolls, and natural spirits.
  6. Mammohn: The tongue of Giants and Ogres.
  7. Knang: Guttural speech of Orcs and Demons.
  8. Surassi: The forked tongue of Serpents & Dragons.

Gear and Fatigue

Gear: You have 12 slots to store gear. Small (s) items may stack 3/slot. Bulky (b) items fill 2 slots. If you are holding more than you can carry, you move at 1/2 speed and cannot dodge.

Fatigue fills an inventory slot and inflicts a stacking -1 penalty to all tests and saves. If your character has 10 fatigue, they die.

Backgrounds

  1. Soldier: You may attack twice as an action. Spear (d6), L. Armor (+1 DEF), Shield (+1 DEF, Shatter to negate a melee hit), Mark of Service (s).

  2. Brawler: While unarmored, gain +1 DEF, while unarmed, deal d6 damage and force your target to save or become grappled on a hit. Deal d10 DMG to grappled targets. Brass Knuckles (+1 Unarmed DMG, s), 3 Bandages (s, heal +d4 HP as a camp action), Strong Alcohol (s)

  3. Berserker: You may give into a spirit of rage whenever you please. While raging, double melee damage you deal, and halve mundane damage you take. You must attack a creature on your turn if you can. Rage ends if you pass a save at the end of your turn. Roll an extra save whenever you harm an ally. Greatsword (b, d10), L. Armor (+1 DEF), Memento of What Was Lost (s)

  4. Assassin: Attacks against unsuspecting targets automatically hit and deal +d6 DMG. 3 Daggers (d4, s), Shortbow (d6), Vial of Poison (s, death in d4 rounds), Vial of Cure (s), Rope (30'), Grappling Hook

  5. Thief: In town you may mark one slot of "stolen goods". You may reveal a slot of stolen goods to be any item worth 15 SP or less at any point. 2 Daggers (d4, s), lockpicks, rope (30'), stolen goods.

  6. Poet: Twice per day you may either insult (d4 damage) or encourage (d4 healing) a creature for free. Creatures defeated in this way flee in shame. Dagger (d4, s), harp, book of half-true songs.

  7. Alchemist: Once per day, turn fresh monster parts or magical plants into a potion with a relevant effect. Sickle (d6), L. Armor (+1 DEF), Cauldron, Alchemists Tools

  8. Enchanter: You may bring a touched object to life. It animates fully under your control, and can hover above the ground. Controlling it does not use your action. You may animate one object at a time. 3 Daggers (d4, s), Rope (30'), Fine Outfit

  9. Cleric: Once per day, you may bless someone to give them +3 to all tests for ten minutes. Mace (d6), L. Armor (+1 DEF), Shield (+1 DEF), Holy Water.

  10. Magi: You are followed by a powerful spirit. It grants you one MD and 2 random spells from a school of your choice. Staff (d6), Divination Tools, Incense

  11. Sorcerer: You are yourself a font of magic. Gain 2 random spells from a school of your choice. Gain one Chaos Dice. This is as an MD, but if it rolls 6, take 3 damage. If it rolls 1 gain fatigue. It always returns. Sword (d6), 3 Bandages (s, heal +d4 HP as a camp action), Chalk

  12. Druid: If you touch a natural plant or creature, you may borrow a feature from it, such as a wolf's senses or a tree's bark. You may only borrow two features at a time. Staff (d6), 3 Hallucinogenic Mushrooms (s), Small Animal Companion

Advancement

Characters advance by interacting meaningfully with the world around them.

Burdens & Vows

From Luke Gearing & Valeria, through the filter of ElmCat

A character may benefit from one Burden and one Vow at the same time.

Burdens: A character who accepts a significant ongoing obligation ADVANCES. A burden is a duty the character has taken on and cannot freely ignore. It must be able to make demands that interfere with the character's own plans. If it asks nothing of them, it grants nothing. The advancement remains while the burden is honored. Neglecting or betraying it causes the advancement to be lost.

Vows: A character who makes a Vow of Heroic Proportions ADVANCES. A Vow must be made to another person or group and must matter to them. It cannot be routine or easily accomplished. If they are found to shirk their Vow, they lose the advancement and may never again make a Vow. Those genuinely attempting and failing the Vow lose the advancement, but may make another Vow.

Advancing: When you advance, choose one of the following benefits:

When HD is gained, roll all the character's HD. If the total is higher than their current maximum HP, this becomes their new total. Otherwise add +2 to their current maximum HP.

If an HD is lost, roll all the character's HD and take the new total as their maximum HP if it is less than their current HP.

Diagetic Advancement

If you wish for a character to gain a specific ability, describe the desired ability to the Referee. Then name an existing connection in the world that might be useful for gaining that ability, such as a mentor, spiritual being, or tome of forbidden knowledge. The Referee may require downtime, gold, and/or a specific quest before the connection bears fruit!

If no such connection exists, continue exploring the world!

A Forest Pen sketch J.E. Soden

Essentials of Play

Tests: Should you attempt something possible but risky, roll a d20 and add your most relevant attribute. On a 12+, you succeed harm-free. Failure may mean what was attempted is now impossible, or achieved at the cost of health, time, fatigue, exposure, etc. The Referee decides.

Saves: At times, your character may have a single chance to avoid sudden peril. At these moments you must roll a save or suffer the consequences. To save, roll an unmodified d20 >= your save DC.

Journeys

For each day of journeying, the party gains 4 travel tokens, which represent 4 watches of the day: morning, afternoon, evening, and night.

The Referee rolls for Weather and Encounters at the start of each day. Inclement weather occurs on 1-in-6 and doubles the cost of travel. Encounters occur on 1-in-6. See encounters.

Once per day the party may "make haste." They gain a travel token and one slot of fatigue in their inventory. Mounted characters do not take fatigue.

Actions have the following costs in travel tokens:

If the party makes camp, each character may choose a camping action:

Delving

In dungeons and other dangerous locales, the party may take one action per dungeon turn.

Light: Many dungeons are unlit. Without a light source, the party is effectively blind, failing all tests relying on sight. Light sources provide sufficient light to dimly illuminate a small room.

Each dungeon turn, the Referee checks for a 1-in-6 chance of encounter.

Encounters

If creatures are encountered, the Referee rolls 2d6 to determine their reaction to the party.

The Referee also rolls a 1-in-6 chance for each side to determine if that side is surprised by the other.

Lastly, a d6 may be rolled to determine encounter distance outdoors. Indoors, the encounter is usually in the room.

Combat

In a fight, each side rolls a d6 each round, with the highest result acting first.

On a character's turn, they may move about 30' and take one action. Generally, actions are resolved for each side in the following order.

Defending: When your foes attack you, you must defend yourself!

Death: At 0 HP, roll a d4 in secret. Count it down 1 each turn. If it reaches 0 before someone heals or stabilizes you, your character is dead. Even if healed, you bear a scar.

Interrupts: Some actions are classified as interruptions, these may occur at any point, and the action being interrupted must wait until the interrupting action concludes. After being interrupted, a character may no longer act. A character may only perform one interruption per round of combat.

Morale: If an NPC is reduced to 1/2 health or sees 1/2 its party killed or routed, the Referee rolls 2d6. If the result is higher than the monster's morale, it flees or surrenders if possible. Unthinking creatures do not make morale checks.

Mass Combat & Mega-damage: A group of 10 soldiers acts as a unit with stats equal to the average soldier. Against other mass-combat units, they deal damage normally. Against individuals, they deal mega-damage which is damage x10. Individuals attacking a mass-combat unit deal damage/10 (minimum 1) on a hit. If a mass-combat unit falls to 0 HP, they are routed. D6 individuals survive at ½ HP.

#system