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2016 Simple10 RPG Gold Edition Core Rules and Class Expansion

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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)

Simple10 RPG Gold Edition Team

Created By DM Testing & Support: BDN, Cheesy, Groves,


Writing: Sylt, Wf, Andelia, Nopony Nasse-Set, Gaius, Fidget
Art: MSOB, Nappu, Maali, Ike Special Thanks: Zulu, Sol, fallenPineapple
Layout: MSOB, Ethed (print), Sion (web)

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

1 0 ch a r a cter 3 4 N ecrom a ncer


cre a tion
3 7 P a l a din
C oncept
4 0 R og u e
r a ce
4 3 S h a m a n
h u m a ns
4 6 T r a c k er
1 2 Aeon
4 9 W a rrior
1 3 C a pr a
5 2 T a lent
1 4 D r a k in
5 3 E q u ipment
1 5 D r u dge
5 6 C om b a t
1 6 H or k
5 9 S k ill T iers
1 7 M y rmid
6 2 C l a ss E x p a nsion
1 8 Z hi v u r
6 3 Alchemist
2 0 C u stom R a ces
6 6 C hronom a ncer
C l a ss & S k ills
6 9 C u ltist

7 2 M on k

7 6 S mith

Simple10 RPG is licensed under a


Creative Commons Attribution-ShareAlike 4.0 International License. (CC BY-SA 4.0).

For details, please visit: http://creativecommons.org/licenses/by-sa/4.0/


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S I M P L E 1 0 4 T H E D I T I O N
About this RPG
S I M P L E 1 0 is a simple roleplaying system for creating and playing epic fantasy adventures.
This document lays the groundwork for players and GMs who wish to pick up and play their
own setting within an hour. Were not here to recreate any particular universe, and were
not trying to reskin another highly c omplex RPG system. We just want you to have as much
fun as we did.

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

These are the basic traits of a character in S 1 0 R P G .

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.

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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.

D E F AU L T Default allows adventure to P A R T I A L R E S U L T For a more nuanced


progress more smoothly with fewer hindrances game, the GM can rule that successes and failures

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

kinds of results should cost them an increased on the PCs.

amount of time and resources, and also requires


the PCs to be under no duress whatsoever. U N N AT U R A L CRIT Unnatural crits
dramatically alter the difficulty of a campaign,
SUPERCRIT GMs can include dramatic usually in the players favor. Roll modifiers
effects for certain critical rolls. Roll modifiers applied to a roll count towards critical range; for
applied to a critical roll can amplify the effect example, a roll of 7 with a +3 modifier counts as
of the critical roll beyond what a regular critical a critical roll of 10. An unmodified roll of 1 is still
roll would incur. Successive critical rolls can a critical failure, and penalties can also pull rolls
also incur amplified effects. Note that these down into critical failure range.
work for both critical successes and failures.
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S I M P L E 1 0 4 T H E D I T I O N

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

Humans are a widespread race characterized by


their love of building cities, dealing with politics
and perhaps above all, waging war. Often even
among themselves. Though their ways are odd to
many other races, none can deny that humans
rule large parts of the world thanks to their
technological achievements and high numbers.
Some groups of other races have even adopted a
more humanlike lifestyle in an effort to benefit
from living among humans in their kingdoms.

FICKLE FORTUNE Passive; when


you roll a critical success, your rolls next turn
receive a +1 bonus.
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Aeons

Aeons or Aether Elementals, are sentient magic


elementals that hunger for knowledge as much as
most races hunger for food. Having no true bodies
of their own, save for flickering concentration
of magic, they build bodies for themselves out
of clothing and armor to give themselves shape.
This body is held together with their natural
telekinesis.

M A G I C B O D Y Passive; an Aeons body


counts as a catalyst for spellcasting.

T E L E K I N E S I S Spell; manipulate objects


through sheer force of will. Complex tasks and
heavier objects may require more focus.

This could also represent other highly magical


or telekinetic beings like elementals or psions.
Capra

Energetic and nomadic, the goatlike Capra travel


the world in search of adventure for the sake
of it, and rarely settle down. They are nimble
and quick, with appetites that belie their small
stature. However a Capra can digest nearly
anything, allowing them to survive easily even
on long travels.

CAPRACRAFT Passive; Min


1 for all
climbing and agility rolls, and can use anything
as food, including nonfood items.

This could also represent other agile races, like elves


or catfolk.
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Drakin

A proud offshot race of the mighty Dragons, Drakin


resemble winged humanoids with scaly hides and
powerful muscles.

Drakin see themselves as equals, or at least close


relatives to Dragons, even if this view is rarely
mutual. However this draconic heritage has left
them with a deep sense of easily bruised pride,
which can easily make them volatile.

F L I G H T The wings of a Drakin allow them to


fly up and across terrain, but maintaining such a
body in flight can tire out even the strongest Drakin
before long.

This could also represent other flying races, like harpies


or demons.
Drudge

Seen as a young race by some, Drudges are


intelligent, cunning beasts with a culture born of
pack mentality and natural shamanism.

Their incredibly sharp senses make them masters


of their surroundings and excellent hunters,
uncontested apex predators of less civilized lands.

HEIGHTENED SENSES Passive; +1


to perception
based rolls (spotting, searching,
listening, etc).

This could also represent other races with sharp senses


like goblins or beastmen.
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Horks

Horks are the great children of the world's


highest peaks. Towering above even the tallest
members of other races, Horks are as hardy as
they are immense. Their skin is rough, even
rocklike at times, and their powerful arms make
climbing easy.Some compare Horks to boulders
while seemingly unmoving and uncaring, they
will swiftly crush all before them if pushed too
hard. Many young Horks have moved down from
the ancestral mountains to embrace a human
lifestyle over the traditions of older Horks.

S T O N E G U T S Instant; when going helpless,


roll. On success you remain at 1 hit. Recharge 4.

This could also represent other massive races like


ogres or minotaurs.
Myrmid

Protected by a mighty suit of natural armor, T O U G H Passive; Myrmid take 1 additional


Mymids are near-unbreakable warriors that hit before becoming helpless as well as 1 extra
strike awe into the hearts of all on a battlefield. wound once they become helpless, for a total of 6
hits and 6 wounds without other modifiers. They
However, this tough shell does not develeop until can also lift, carry and move heavier objects
a young Myrmid cocoons itself, allowing the than humans.
armor to grow as it takes the form of an adult.
Before this, a myrmid is soft and vulnerable. This could also represent other tough and sturdy
Myrmids are also few in numbers, lacking any races like orcs or golems.
real lands of their own, so they are often reliant
on the goodwill of other races to keep their
young, and themselves, safe.

In exchange, Mymids often offer services as


mercenaries and protectors, as an adult Myrmid
is most at home on the field of battle.
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Zhivur

Enigmatic beings from the far reaches of the


world, Zhivur often appear entirely alien in mind
and form to others. Slender, tall and faceless, the
easiest way to tell two Zhivur apart are their
body markings.

Some theorize Zhivur may be related to fungi,


but this may simply be born from the texture of
their flesh. Others say they are creatures twisted
by millenia of demonic corruption, or that the
came from space. However, none can confirm
their suspicions as Zhivur rarely speak of the
topic, and their minds are impossible to touch.

ALIEN M I N D P
assive; with impossible
to decipher thoughts: Zhivur are immune to
mind control, domination, intimidation and
suggestion.

This could also represent other enigmatic or simply


stubborn races like angels or dwarves.
R A C E C O M P A R I S O N BY H E I G H T
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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.

R A C E N A M E The name of your Race.


F L AV O U R T E X T The history, tenancies, and interesting points of your Race should
be detailed here. What makes you want to play this Race? Whats special about them?
R A C I A L AB I L I T Y Pick an appropriate name that can be referenced in game easily.
List all tags below the name. Describe the skill completely, with all applicable affects.

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

Skills are constructed in the following format: N a me , t a gs , description .


Skills have a name that identifies them, tags for a shorthand understanding of common
mechanics concerning their usage, and a description giving the purpose and appropriate
usage for the skill.

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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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

DEFENSE MASTERY Passive; You


RECHARGE MASTERY Passive;
gain +1 hit of damage to become helpless (if
Reduce the recharge of one skill you
you had 5 hits, you now take 6 hits, etc). Can
know by 1. The total Recharge cannot fall
only be taken once.
below 1.

MINION MASTERY Passive; You


Unorthodo x Switch the tag of one
can control one additional minion. This skill
of your skills to Spell, Weapon, Ranged or
can be taken multiple times to gain more
remove the tag entirely.
minions.

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

M u llig a n Instant, Recharge: 4. I was or knowledge contrary to your claim may


just kidding. Here, let me take it seriously. disprove you. Outlandish or ridiculous
Re-roll a non-critical failed roll. statements can be seen through. This skill
also applies to forgery of evidence and
F a st M o v es Instant, Recharge: 3. documents.
Never keep an audience waiting. On success,
makes one action next turn Instant. T errif y Recharge: 2. Scary stories are
the oldest kind of stories. 8+ renders a group
C on Artist Passive. Acting is just
of targets helpless.
professional lying. On success, whatever
you say, no one thinks you are trying to
deceive them. Characters with evidence

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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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.

G lorif y Instant, Recharge: 4. Few things


C omm a nd Charismatic leaders
ignite the hearts of the weary like fiery
and charming scoundrels alike are often
words of glory and hope. Boost a single allys
surrounded by unlikely compatriots. On
next action to autocrit.
success, takes sentient creature as a Minion.
Grants one Minion slot.
L u c k y 7 Passive. Lucky number seven
never fails you, be it at cards, dice or the
W ord In Yo u r Ear Recharge:
field of battle. Rolling a 7, disregarding any
3. The gift of the silver tongue can earn you
and all modifiers, counts as a natural crit.
friends even when they dont realize it. On
success, control a single target for one turn.
Cannot be used to force target to hurt or
kill itself, but can render the target Helpless
outside combat. Unless aware of your abilities,
the target will not realize what has happened
once the duration ceases. Player characters
can choose to roll a perception check to
realize they have been mind-controlled.
Cleric

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

H e a l Spell, Ranged, Recharge: 1. Healing Bolster Automatic, Spell, Ranged,


magic helps regenerate tissue and ease pain. Recharge: 4 after effect has been used. Enhance
Restores targets hits to full and restores one a targets will to live, helping them keep
wound, or removes all status effects. Crit fighting. The targets next roll to recover
restores 2 wounds, crit fail deals a wound of from helplessness is successful.
damage to the target.

M end Spell. Dont be such a baby, ribs


grow back. A target regenerates grievous
injuries such as lost extremities, damaged
vital organs and internal bleeding. Cannot be
used in combat, nor restore hits or wounds.

P enitence Spell, Recharge: 2. Force


the enemy to face their wrongdoings. Reduce
the targets skill tier by 1. On crits, by 2. Does
not stack past 2.

I n u re Spell, Ranged. Prevention is the


best medicine. Target is immune to a specific
damage type (fire, ice, poison, possessed etc)
for a short time
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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

H e a ling Bonds Spell, Ranged, M ind R e a der Spell. The mind is


Recharge: 3. A special healing spell for times like a fortress. Open ones are easy to enter.
of greater need. Chain of energy that heals Discern the motives and thoughts of the
up to 3 allies to full hits and restores 1 wound target. Crit fail reveals your thoughts to the
on each one of them. target instead.

W r a th Spell, Ranged, Recharge: 2. S low Spell, Ranged, Recharge: 4 after


Blast away foes with a burst of divine fury. effect ends. Binds a target to the limits of
Damage all nearby foes with a powerful mortality, slowing it down. Target can only
blast, ensuring they cannot attack you on counterattack only one target at a time, the
the next round; renders targets helpless on one with the most tragic failure. Last for 2
9+ and can kill weak enemies on a crit. turns.

C O S T : 3 P O I N T S

P r a y er of H e a ling Spell, A u r a of F a ith Passive. Manifesting


Ranged, Recharge: 5. The greatest of healing your faith as a protective shell is the sign
magic, that eats away at the caster as well. of a truly remarkable cleric. Calculate
Fully heals the entire party, but renders the counterattack damage as if you were two
caster Helpless. skill tiers higher.

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.

H e a ling H a mmer Instant Spell. M a rt y r Recharge: 4. The loss of self can


Mercy and fury are but two hands holding the be the gain of others. This is but one reason
same weapon. Can direct your other action at martyrs are so well loved.
an ally, healing them for as much as it would
have damaged a foe, or damaging them on a Lift all helpless allies, you become helpless.
failure.
C h a rl a t a n Those who know how to
L ife b ind Spell, Recharge: 1. For those
heal inevitably also know how to hurt. It is
with a deep enough connection to life, a more
just a question of choice to do so.
grievous wound is just easier to heal. Target
Your inoffensive skills can be used as offen-
recovers from helplessness or is healed for
sive ones when targeted at enemies (Heal
one wound, with +1 bonus for each wound of
deals hits, Mend re-opens old wounds, In-
damage on the target and the caster.
ure weakens against elements, etc). Doing so
adds +2 to their recharge.

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

S l a m Recharge: 1. Damages the enemy M a rti a l D efender Passive. By


via a crushing body slam. The more armor, either rigorous drilling of blocks, parries
the heavier your slamming. Deals standard and dodges, or just by putting on layers and
damage. Naturally Crits on 9+ layers of armor, you can take a few more hits
than most. You gain +2 Hits (if you had 5, you
D a ring D efenses Passive. The
now have 7, etc), and Slam crits on 8+.
measure of a knight is the size of the things
that hit him. You take half damage (rounding S entr y Passive. Those who are always
up) from enemies 2 or more Skill Tiers above prepared are never caught off guard, though
you. they may be a little paranoid. First action
taken in combat is Automatic.
G ro u p G u a rd Automatic, Recharge:
4. Take one for the team, even if it hurts.
Take all damage for the entire party this turn,
at -1 damage per attack. If this renders you
Helpless, any overkill damage is discarded.
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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

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

G u a rdi a n Recharge 5 after effect ends.


Stand proud and your allies will stand with
you. Allies cannot become helpless for 3
turns. If the Knight becomes helpless during
this time, the effect ends instantly.
C a v a lier Passive. A rider and steed are
a dominating sight on the battlefield. Pick
three points of the following:

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.

H orse Armor D L C Passive. When T a ctici a n Passive. Your elevated posi-


you absorb counterattack damage for some- tion lets you predict the exact time to strike. At
one else through any means, it is reduced by 2. the start of combat, you may declare X number
of turns. On turn X, you gain +X to your roll.
C h a rge Passive. You may treat any of This does not stack with other bonuses.
your skills as though it had the Weapon tag.
W a r S tomp Passive. When you natu-
Anim a l H u s b a ndr y May be rally crit, enemies don't counterattack this
picked multiple times. You gain an extra racial. turn.

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.
3 0
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

Astr a l P rojectio N Spell. You H oming M a gic Spell, Recharge:


project your spirit, leaving your physical 2 after effect ends. With a complex gesture,
body behind as you send yourself to a distant summon up a bunch of orbiting spells at
location. your command. On success, summons a
magical projectile, plus an additional one
While projecting, your body is unconscious for every point you pass the roll by, to a
and immobile, and you are unaware of maximum of 5 on a critical. The projectiles
anything that happens to it unless you are follow you around, and any number of
in its vicinity. Your spirit is intangible and them can be launched as an Instant action,
invisible, but can still be detected by magic rolling separately for each. Benefits from
or other spirits, and it cannot manipulate Elementalist.
or pass through physical objects. Wherever
your spirit travels, you can hear and see S pell R eson a nce Automatic Spell,
everything around you in the physical Recharge: 4. Experience is the greatest confi-
world. Returning to your physical body is an dence booster. You may cast a spell you know.
automatic action. Automatically, provided you have successful-
ly cast it earlier in this combat. Normal spell
M a gic Bolt Spell, Ranged, Recharge: recharge still applies.
2. A volatile spell that hits harder than a
sword blow, but can easily blow up in the
casters face. Deals standard damage +1 one
extra hit, but crit-fails on 2-. Benefits from
Elementalist.
E lement a list Passive. Infuse your
spells with powers drawn from the elements.
When you choose this skill, select an ele-
mental type.
The selected effect is applied all skills that
can benefit from Elementalist. This skill can
be taken multiple times to gain or create ad-
ditional elements:

F ire Targets rendered helpless by a fire at-


tack require two successes to recover from
helpless, and especially flammable targets take
ongoing wounds. Fire spells can be used to
warm and burn objects and the environment.

I ce A target hit by ice grants an increased


crit range against it by 1 for the next turn (10
becomes 9+, etc); this ice effect does not stack
with itself. Ice spells can be used to chill and
freeze objects and the environment.

L ightning On a crit, targets next at-


tack only deals up to 1 damage. Lightning can
also be used to power up devices or electrify
conductive materials.

GMs and players may choose to create their


own elemental effects as deemed appropri-
ate for their characters and campaign set-
tings.
3 2
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

E nerg y O r b Spell, Ranged, Recharge: 2. S hining Be a m Spell, Ranged,


Gather a dangerous amount of energy into Recharge: 3 Fire a beam of magic at your
an orb and hurl it. Large magical explosions target, striking it continuously. Maintaining
guaranteed. Damage multiple enemies such a burst for longer than a moment
at range, but for each additional enemy, can backfire horribly though. Attack a
increase the crit fail range for this roll by +1. single target multiple times with a single
Benefits from Elementalist. roll, increasing your chance to crit fail
for each additional attack (3- for 3 attacks,
H a t M a gi C You can pull off amazing 5- for 5 attacks, etc) up to a maximum of 9
tricks out of your hat. Conjure anything regardless of other modifiers. Benefits from
small enough to fit through the hat out of it, Elementalist.
regardless of length. Difficulty Tier depends
on the item Pulling out a generic object (e.g.:
T eleport Spell, Recharge: 2. Warp
bouquet of flowers) is equal to the caster, +2
yourself, a willing or helpless subject, or an
tiers to pull out a specific object (e.g.: the
unattended item within a medium range
key to this exact door), +4 tiers to pull out an
to an unoccupied destination within equal
object wider than the hat. Rolling too soon
distance as an Automatic action. Warping a
for the same object after failing will cause
hostile target or carried item requires a roll
failure regardless of roll because the universe
2 Skill Tiers above the target, or the caster
catches wise to your tricks. Enchanted items
in case of items.
cant be pulled out.

C O S T : 3 P O I N T S

H a ste Spell, Recharge: 4 after effect ends. S ho u lder F a mili a r Passive.


Bend time for a short moment, allowing Familiars come in many kinds and are a
allies to act as if with incredible speed. common sight among mages. Many keep one
Next two turns, you and all allies can use at hand at all times to aid with casting, and
a second normal action in addition to often end up treating it like a pet or even
your normal and instant action, excluding a partner. Each turn you may cast one of
another Haste. your Spells as Instant. Recharge applies as
normal.
Multiclass

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.

F a ils a fe Spell, Automatic Instant, Re- T h a u m a t u rge Passive. +1 to all Spell


charge 2. Redirect a failed spell before it goes rolls in combat. Outside combat, Spells be-
critical. Deals 1 damage to all enemies. Can come Automatic.
only be cast when you fail to cast another
spell, be it a normal or crit fail. Benefits from
Elementalist.
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S I M P L E 1 0 4 T H E D I T I O N

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 ontrol Spell. All undead bow to a N ightm a re Spell, Lasts up to 3 turns.


good necromancer, even ones he did not Bring forth localized darkness that envelops
make. Attempts to take control of a hostile everything nearby. Things are harder to see
or neutral undead and turn it into a Minion. in the dark, making it easier to hide, slip
Also used to take temporary control of a past enemies and do other things. Inside
larger undead at recharge 2. the darkness, inanimate objects and spooky
shadows attack the targets, distracting (but
L ifestre a m Spell, Recharge 1. Saps life not harming) them. Allies count as one tier
from a target, leaving it a rotting husk. Deals higher for attempts to sneak unseen, and
standard damage. A critical hit drains all the enemies deal 1 less damage on counterattacks.
life in an enemy, killing it instantly and leaving
a corpse for raising or other use. You may use R a ise D e a d Spell, Ranged. Raise the
the sapped life to restore 1 hit to one of your dead to do your bidding. Raises the freshly
minions or party members on any success. dead as a mindless undead Minion. Undead
have double the Hits they had in life, but
C omm u ne Spell. The dead are not silent, no Wounds. As long as they have more than
if you know how to listen. Many of the dead, one Hit remaining, any damage that would
however, are ornery and rude. Ask the dead render them helpless instead leaves them
for aid. The better you roll, the more helpful at 1 hit. Once an Undead loses all hits, it
they are. Crit fail summons a hostile undead. crumbles to nothing. Crit fail summons a
hostile undead. If no nearby corpses are
available, the spell can still be cast with a
crit fail range of 3-. Grants one Minion slot.
C O S T : 2 P O I N T S

Blood b orn Spell, Recharge: 2. Who you


are is in your blood. Let some out and meet
yourself face to face. Sacrifice one Wound to
summon an undead minion based on yourself.
This minion does not count towards your
maximum limit of Minions, has no skills and
disappears when combat ends.

E nfee b le Spell, Recharge: 1. Weakness is


the first step towards death. Weakens a target.
Once the target goes helpless, it permanently
loses one skill tier. Lasts until the target dies
or is magically cured.

T r a nsfi x Spell. Overpowers an


opponent's mind with your gaze. Renders the
target helpless as long as you successfully
use this skill on them. All rolls after the first
success have Min 5+. On crit, you control the
target as though it were a minion for the next
turn.

C orpse E x plosion Spell, Ranged.


Explodes a dead creatures corpse. Deals
damage to all nearby enemies on success.
+1 to crit range per target corpses Skill Tier
past 2. Corpses of Tier 1 and 0 things cannot
crit. Exploded corpses cannot be resurrected,
raised or communed with. Target reanimates
as a hostile on crit fail.
3 6
S I M P L E 1 0 4 T H E D I T I O N

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.

S pirit u a lism Passive. Attuned to the D e a th M a ster y Passive. Those


spirits of all things around you, your powers who have made killing a second nature can
extend beyond their usual limitations, Can often bind the bodies of their victims without
use Raise Dead and Commune on natural el- need for rituals. Any enemy killed by you re-
emental sources such as strong plants, large turns to life as a weak minion. These minions
fires or bodies of water as well as the shad- do not count against your maximum amount
ows of people and creatures. Minions raised of minions, but only have 3 hits and 1 wound.
this way can exhibit interesting elemental
properties. D esp a ir Spell, Recharge: 1. The end is
coming, and you can make all before you see
D re a d O rder Recharge: 4. Lords of it. It is happening and there is nothing they
armies of the dead can impart considerable can do. Reduces the target's Skill Tier by 1.
power upon their minions when it benefits Stacks with itself, but resets to nothing the
them. On success, all of your minions may moment you go Helpless. Nobody is particu-
use one of your skills this turn, or make an larly scared of someone helpless.
additional attack.
Paladin

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

Bl a st Weapon, Recharge: 1. Your weapon W ord of P ower Recharge: 1. Words


lands with explosive force against your most of power compel the innocent and guilty alike.
hated foes. This attack autocrits a specific In combat, forces an enemy to miss their next
type of foe, selected when the skill is learned. attack and renders them helpless on a crit.
Hits all nearby targets on a crit. Outside combat, can extract information on
a success.
L e a p of F a ith Weapon, Recharge: 3.
In a feat of surprising agility and strength,
you leap at any enemy target to deliver a quick
blow, not giving them time to react. Calculate
the attack as if you were Hero Tier, or Legend
Tier if you were already Hero or higher.

R et a li a te Spell, Recharge 3 after effect


triggers. Avenge the wrongdoings of your foes
by making them feel the pain they caused. Af-
ter three turns, you deal out damage for every
hit you lost during those three turns. Going
Helpless before the end of the three turns
causes the effect to release. Critfails dont
count toward the charge of this spell.

S pell b re a k er Spell, Ranged, Re-


charge: 2. Put an end to the powers of foul en-
emy sorcerers. Nullify a spell or magic effect.
3 8
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

All Or N othing Recharge: 1. F er v or Automatic Instant, Recharge:


When all else fails, use your head. As a 2 after effect ends. Summon up your most
weapon. Deals standard damage. Autocrits. burning fury to fuel you on your journey to
All failures count as critical falures. Can be victory. Next two actions autocrit, but you
used while helpless. are helpless afterward.

S h a tter Weapon, Recharge: 2. Breaks M a ster of Arms Passive. Many


the target's defenses (and arms), opening paladins master strange and exotic weapons.
them up for attack. Deals standard damage Your weapon counts as two weapon types at
and lowers crit limit against the target by 2 once.
for one round. Can be used against inanimate
objects to break and damage them efficiently.

C O S T : 3 P O I N T S

H eroic F ortit u de Automatic S t a c k ed O dds Passive. It takes


Instant, Spell, Recharge 7 after effect ends. the greatest of heroes to face any foe. Gain
When ones path is truly just, nothing can +1 damage per Skill Tier the enemy is above
hinder them. You cannot become helpless or below you, starting at 2 tiers. Only affects
and take no wounds for 3 turns, then become normal attacks.
helpless. If you would have become helpless
during those 3 turns, you have a -1 penalty
to recover.
Multiclass

The following skills can be picked by anyone Multiclassing with a Paladin as one of the two
parent classes. Each costs 2 skill points.

Blessed Arms Automatic Instant, D i v ine C h a mpion Once per com-


Spell, Recharge: 4 after it ends. Empower the bat. Call for a partner from above or beyond
weapons of your allies to strike hard and and fight as one. A servant of your divine pa-
strike true. Caster or single ally gains +3 bo- trons appears as a 5/5 minion one Skill Tier
nus to normal attacks. Each successful hit re- higher than you until combat ends. While it
duces the bonus by 1 until it reaches 0, end- remains you and it both have a +2 bonus to
ing the effect. recover from helplessness.

Ascend Spell, Recharge: 3. Ascend into a H eroic L e a dership Passive. He-


higher state of being by divine right. Gain +2 roes are inspiring leaders capable of pushing
Skill Tiers, +1 damage and increase crit fail others to greatness through their own ac-
range by 1. Stacks with itself, lasts until help- tions. When you roll a crit, all of your allies
less. Starts on recharge. (but not you) gain +1 to all rolls next turn. Au-
tocrits apply.
4 0
S I M P L E 1 0 4 T H E D I T I O N

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

D isg u ise Pretends to be someone else. B a c k st a b Weapon, Recharge: 1. Strikes


Roll against targets Skill Tier to determine the enemy from behind, where they are least
the success of your disguise. protected. No counterattack damage except
on critfail if used from Stealth. Crits on a 9+.
S leight of H a nd Recharge: 1. Kills helpless targets.
Perform a minor trick with your hands.
Whatever it is about hiding cards up your R u pt u re Weapon, Recharge 1. Strike the
sleeve or picking keys of unsuspecting vitals with deadly precision. Deals standard
guards, nobody will realize what you are damage. On crit, deals a wound of damage to
doing, as long as you do it right. the target instead of removing hits. Targets
that would have been rendered helpless by
S te a lth Out of sight, out of mind. the blow are still rendered helpless as well,
Become hidden. Enemies cannot attack you effectively dealing two wounds of damage.
until you reveal yourself. An attack used in
stealth Autocrits. Can be used at MIN8 in
combat.

C O S T : 2 P O I N T S

Blind Recharge: 1 after effect ends. Blind S leep S er u m Weapon, Recharge: 3.


an enemy with powdered glass, pocket sand Hit your target with a weapon coated in a
or whatever is on hand. Temporarily blinds sleeping concoction. Any unaware target is
an enemy, giving a +2 bonus to all rolls knocked helpless in one hit. Targets actively
targeting it for 2 turns. engaged in combat are reduced to Trivial
for 1 turn. If successful, this doesnt break
stealth.
E sc a pe Artist Automatic, Recharge: M a ster T hief Passive. A true
3. At the end of the day, all locks and snares career criminal. Thanks to years of
are the same. Break free of all immobilizing training, picking locks, cracking safes,
effects (grabs, roots, freeze traps, shackles locating hidden loot, finding traps and
etc.) and also removes helplessness. Can be smuggling items is a lot easier for you than
used while Helpless. an untrained novice, lowering the skill tier
of all such actions. Every once in a while you
can roll to see if your instincts might offer a
hint about something important nearby.

C O S T : 3 P O I N T S

D a nce of Bl a des Weapon, V a nish Automatic Instant, Recharge: 2.


Recharge: 8. Once the first blow is struck, the Hiding in a fight is not easy, but you make
Dance of Blades cannot be stopped. The user it look like it is. Treat as Stealth while out
will keep going until he can fight no more. of combat. You become hidden as though you
Following a successful hit, keep rolling until used Stealth and move behind a target. When
you go helpless from a critical miss or from you use a second action, treat it as though
counterattack damage. This entire process using it while hidden.
only takes one turn, and always ends with
you being helpless. All modifiers only apply
to the initial hit, including any effects that
would normally stop you from going helpless.
4 2
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 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.

Brotherhood Passive. Lordblades,


assassins, spooks, cleaners, whatever they are
called in your homelands - they never work
alone, and they never leave a mark alive. Sum-
mons a temporary assassin to fight along-
side you until combat ends. This minion can
be any class, has 5 points worth of skills, and
has basic gear. Unaffected by Minion Mastery.
Shaman

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

E a rthen S tri k e Spell, Recharge: 1.


R et u rn to E a rth Spell; Recharge:
A melee attack against a single enemy using
2. Bring things back to their natural state.
an earth-covered limb. Standard damage.
Can return spirits to the afterlife, send
Crits on 8+ and crit fails on 3-.
unnatural creatures (demons, elementals,
undead etc) back to their home plane. Only
C lim a te C ontrol Spell. Take
weakens stronger spirits and creatures by -1
control of the weather for your own needs.
skill tier.
Through your deep connection with nature,
you can change the climate in your local
C hild of G a i a Passive. You are
area, albeit for a short amount of time
at home in nature, and get a home field
Attempting to summon major storms or
advantage. You gain a +1 bonus to rolls when
other cataclysmic events may backfire
fighting in natural environs (forests, natural
horribly. In most cases, using this indoors
caves, etc.)
only affects the climate outside.

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

E a rthen G r a sp Spell, Ranged, Re- S h a peshift Spell, recharge 4 after effect


charge: 1. Summon vines, stones, or quick- ends. Alter your body to take on a new form.
sand to trap an enemy. Renders the target Gain another racial until you go helpless.
Helpless. Large enemies may only be immo-
bilized. Effect lasts until the enemy breaks Anim a l S w a rm Spell, once per com-
free or is released. bat. Summons a swarm of small animals and
bugs to attack everything nearby. Deals 1 hit
Anim a l M a ster y Spell. Consort of ongoing damage to a non-helpless target.
with beasts as if you were one of them. You If the target becomes helpless, the swarm
can talk to and understand animals, and wild moves to another standing target. The swarm
animals obey your orders. For recharge 5 af- dissipates if it is somehow cast off, or cannot
ter effect ends, you can instead summon an find a new target.
animal minion up to 1 Skill Tier above you
that obeys your orders for 5 turns.

C O S T : 3 P O I N T S

M oment of P e a ce Spell, Recharge: N a t u re E lement a l Automatic,


5. A thick fog descends over the battlefield. Recharge: 5 after effect ends. Your connection
Combat ends and cannot be re-engaged for a to the natural world is complete, allowing your
full turn, when the fog clears. No harm can be body to reflect the natural cycles. The trans-
caused or suffered for this one turn. Resets formation effect lasts for the next 3 turns, and
any once per combat skills. you may perform any action that you normally
can. You can choose 1 of 3 forms whenever you
transform:

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.

H e x Passive. The powers of a witch doctors O v ergrowth Through rituals of


hexes should not be taken lightly, for they can great mystery, Druids can grow almost any-
bring great misfortune to your enemy or thing almost anywhere. You seem to have a
you. Or the witch doctor. +1 to all successful talent for nurturing just the right plant for
rolls, -1 to all failed rolls. the job. On success, rapidly grow anything
from edible fruit, to poisonous plants, to bio-
W ild H u n T Passive. Wild men driven on luminescent mushrooms, to climbable vines!
their eternal hunt, a hunter will not stop once
it tastes blood. After rendering a foe helpless, Voodoo D oll Recharge: 3 after fail-
your next action becomes Automatic. Render- ing. Voodoo dolls, though crude, are incred-
ing another foe helpless with this action does ibly effective tools in the right hands. Can
not grant a further automatic action. forego other actions to force an enemy to at-
tack its allies, stop fighting your party tem-
porarily or use one of its skills on whatever
target you desire as if it was your Minion.
4 6
S I M P L E 1 0 4 T H E D I T I O N

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

H a w k e y e Instant. A good eye is vital


M a r k sm a n S hot Weapon,
for trackers. See far into the distance, find
Recharge: 3. One shot is all I need. Requires
small details in a scene, see in dim light or
Ranged weapon. Autocrits. Benefits from
nighttime, or examine an enemy to gain a +1
Trick Ammo.
bonus against it for your attack this turn.

T ric k Ammo Instant Automatic,


S u r v i v a l Survival in the wild is easy
Recharge: 1. Since the dawn of projectile
with a bit of know-how. Attempts to spot
weapons, one has wondered what ELSE
or locate things gain a +3 bonus; create and
could they fire. Adds an additional effect to a
forage for basic supplies like rope, bandages,
skill that can benefit from it This effect can
tents, torches and low-quality meals.
be any of the following, but they all share the
same recharge:
C u stom Job Passive. This is my
boomstick. There are many like it, but this
one is mine. Your weapon, regardless of
type, also counts as Ranged, and your basic
attacks benefit from Trick Ammo.

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

R efle x S hot Weapon, Recharge: 1. R epe a ting F ire Weapon, Recharge 1


Shooting can be as natural as breathing once after combo ends. Pew pew pew pew pew pew
you do it enough. Requires Ranged Weapon. pew pew PING! Requires Ranged Weapon.
This attack can be used while helpless. You gain +1 to your next Repeating Fire roll
Otherwise, deals double damage as well as for every successful Repeating Fire you land.
suffers double counterattack damage. This resets when you miss or crit. Benefits
from Trick Ammo.
Trap Place a trap on the ground and
wait for idiots to walk into it. Spend 1 turn; N er v es of S teel Passive. A good
starting next turn, first enemy to attack is hunter is always calm. Reduces all Recharges
helpless for 2 turns. by 1, to a minimum of 1 .
4 8
S I M P L E 1 0 4 T H E D I T I O N

C O S T : 3 P O I N T S

B a rr a ge Ranged, Recharge: 5. The M a r k ed for D e a th Recharge: 4.


missing gear between infantry and artillery. Marks a target, revealing all its weak points.
Hits all enemies within range, even if they All successful rolls against the target Autocrit
are behind cover or not directly in your view. for 2 turns. On crit fail, you mark yourself,
Benefits from Trick Ammo. and your next roll, if a fail, count as crit fail.

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.

W a rd a nce Passive. It takes great skill M onster H u nter The greatest of


to combine hunting, ritualistic dance and ac- hunters eventually move on to hunting, and
curate shots, but those who master it dont finally capturing alive the mightiest of prey.
stop even when they mess up. Deals 1 hit of Can trap one helpless, but still living, enemy
damage to your target enemy when taking inside. An enemy inside the Portable Cage
counterattack hits. cannot escape unless they are remarkably
powerful. Enemies of a higher Skill Tier need
R icochet S torm Weapon, Re- to be wounded before they can be captured.
charge: 4. A good ranger carries an arrow for The cage can be opened any time as an Au-
every enemy and a spare arrow for every sur- tomatic action, releasing whatever was inside
vivor. Keep making basic until you fail. Every at a desired location. Only one thing can be
success hits all nearby foes of equal or lower inside the cage at a time. Things inside the
Skill Tier as your initial target. This entire cage cannot be targeted by skills or attacks.
process only takes one turn. All modifiers
only apply to the initial hit. S u perior S n a re Ranged, Recharge
3 once effect ends. Rudimentary traps are
known to any tracker, but few specialize in
more complex, unorthodox ones. On hit, the
targets skill tier becomes Trivial until some-
one fails an attack against it.
Warrior

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:

S ingle W e a pons Grant +1 Skill S hield S Give +1 Wound.


Tier to Weapon skills and attacks.
t R a nged W e a pons Don't require
G re a t W e a pons Deal +1 damage. line of sight.

D u a l W e a pons Deal 1 damage even


on a miss.
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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

P a rrY Instant, Weapon, recharge: 1. Slap S ing u l a r P recision Weapon,


aside an enemy attack and retaliate hard. recharge: 2. A single weapon allows for greater
Your next attack against the target that last control, permitting precise cuts along critical
damaged you will Autocrit. points. Deals standard damage, with one hit
applied each turn as the target bleeds. This
O v er k ill Passive. There is no kill like effect can be applied multiple times on the
overkill. Any hits that go over the enemy's same target.
remaining health when it goes Helpless are
instead applied as a bonus to your next roll. B a ttle F orged Passive. Forged in
battle, tempered in blood. Can keep making
basic attacks and using weapon skills un-
til first failure after going Helpless, then fall
Helpless normally.

C O S T : 3 P O I N T S

R ip a nd T e a r Passive. Sometimes M a sterwor k Passive. Whether heir-


bloodlust can overpower reason. Other times loom, battle trophy, or custom build, this
it can overpower a dozen enemies at once. weapon is your best friend. Your [Master-
When you render an enemy Helpless, keep work] weapon cannot permanently break or
rolling normal attacks against other remain- be separated from you. Take one weapon tag
ing enemies until you fail or run out of en- free, then assign up to 3 of the following:
emies to hit.

Another Tag (Single, great, dual, When an enemy is critic a ll y


ranged, shield) - this can be taken multiple times. str u c k with this weapon, they stay
helpless for an extra round.
- 1 d a m a ge ta ken o n c o u nters
This Weapon also counts as a o c a t a -
+ 1 q u a lit y we a pon l y st , and can apply elemental effects to its
basic attacks.
Multiclass

The following skills can be picked by anyone Multiclassing with a Warrior as one of the two
parent classes. Each costs 2 skill points.

D u elist S tri k e Weapon, Recharge:


1. In a duel, the one who strikes first, wins.
Attack an increasingly specific point on the
target, increasing crit limit as much as you
wish, but crit fail limit an equal amount (ex.
crits on a 8, crit fails on a 3).

M a r a u der Passive. Marauders


overwhelm their foes with brutal might,
making the most of every possible advantage.
+1 to all bonuses to rolls. If your unmodified
skill tier is higher than the target, it counts
as one higher still.

Berser k B a sh Weapon, Recharge: 3.


Berserkers are masters of losing themselves
to the flow combat, finding a rhythm and
revolving their blades to it. Autocrits. A
critical hit by any other skill or attack
refreshes this ability immediately.

F irehe a rt Passive. With hearts set


ablaze with the glory of battle, every success
only helps the fire rise. Upon recovering
from Helplessness, you gain +1 to all rolls
until you roll a success.
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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:

+ 2 to C l a ss S k ill The standard + 1 H it or W o u nd A a single Wound


talent bonus, your character gains a +2 bonus or Hit be taken to signify a particularly hardy
to the use of one class skill thanks to training character.
or natural talent.
+ 1 to C rit R a ng E This distinct
+1 to N oncom b a t Action talent bonus reduces the critical success
Gain a +1 bonus to a specific kind of non- range for a specific action or class skill by 1.
combat action - social interactions, feats of A skill that normally crits on 10 now crits on
strength, agile and dextrous actions or tasks 9+, etc.
demanding memory and intellect.
Step 5: Equipment The right equipment can be the difference between success and
failure, life and death. Before you send your character out into the world, make sure to
select weapons and other tools to give them the extra edge theyll need.

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.

Items and Tools

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.
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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.

D u a l W e a pons Dual weapons can R a nged At the GMs discretion, projec-


attack twice in a single turn using the Dual tile and far-reaching weapons can hit distant
Wielding skill. Making a normal attack or at- targets that might otherwise be unreachable.
tacking with only one of the weapons does
not grant any bonuses or penalties. S hield Using a shield increases your
maximum Hits by 1. A shield counts as a
D u a l W ielding Weapon; make two weapon like any other, so it cannot be com-
rolls to attack twice; if either is a critical miss, bined with other Weapon types - you have
both attacks miss. nowhere to hold a pair of weapons or a large
great weapon, nor do you have the freedom
G re a t W e a pons Great weapons of movement to utilize a single weapon to its
require strength and technique to wield, of- full extent. Paired shields grant no additional
fering greater damage potential at increased bonuses.
risk. Great weapons always count 9+ as a
critical hit, and 2- as a critical miss. A great S ingle Single weapons cover most basic
weapon user can also use the Cleave skill to weapon types that dont fit into other catego-
attack many enemies at once. ries. Their ease of use grants Min-1 for nor-
mal attack rolls (6+ by default, now 5+). Paired
C le a v e Weapon; attack multiple targets single weapons grant no additional bonuses.
within range that are close to each other.
Every additional target increases the chance Un a rmed A character fighting with-
of a critical miss by 1 (attacking 2 targets crit out a weapon cannot deal wounds of dam-
fails on 2-; attacking 5 targets crit fails on 5-; age through normal attacks and cannot use
etc.) weapon skills.
Weapon Quality

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.

+ 2 Epic or legendary, the result of magical endowment or divine power


+ 1 Fine or masterwork, a fortuitous creation or the product of expert craftsmen
0 Basic, the usual weapons used by most everyone
- 1 Poor or damaged, worn down and in dire need of maintenance
- 2 Worthless or useless, missing pieces and best abandoned if not melted down and remade

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.

C a t a l y st W e a pons Some weap- S pell b o u nd W e a pons Spell-


ons double as spellcasting catalysts and can bound weapons have been built as conduits
be used to cast spells. Unless the weapon is for a single kind of spell or skill. This can be
also spellbound (see below), it does not grant a staff that shoots fireballs, a ring that cures
the ability to cast any spells on its own. A poison, a book that raises the dead etc. The
Catalyst Weapon allows the user to use Spells bound spell is considered to have at least re-
and Weapon skills without needing to switch charge 3.
weapons in between.
Uni q u e W e a pons A general term
E lement a l W e a pons Elemental for strange, quirky magical items possessing
weapons have been imbued with the power of unique magical properties, wills of their own,
the elements. When a normal attack hits, the personal codes of conduct and other oddities.
elemental weapon discharges magical en- The exact properties of such things left to
ergy, converting the attack into a hit with an the GM to create and describe, but can range
effect corresponding to the Mages Elemen- from bonuses against certain enemy types to
talist effects. The GM may allow creation of or attacking the wielder unless they slay some-
introduce different elements and elemental one at least once a day.
effects as with the Elementalist skill.
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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.

Damage and Helplessness

A character can take 5 H I T S before becoming helpless, and 5 W O U N D S b


efore
dying. Some skills and effects can grant your character additional hits or wounds.

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.

Pets and Minions

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 ).

C ontrolling a nd R olling Characters can control their minions at the


same time they take other actions. Each minion rolls separately for its action. If the player
chooses, they can use one roll to determine the results of all minions they control.
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S I M P L E 1 0 4 T H E D I T I O N

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.

If supercrits are used, you can go even further.

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.

T ri v i a l ( T ier 0 ) Impaired, extremely weak or otherwise


non-threatening opponents, children.
WEAK (TIER 1) Lesser creatures, heavily intoxicated fighters, civilians.
BEGINNER (TIER 2) Upstart adventurers, untrained combatants, basic thugs.
N OV I C E ( T I E R 3 ) Adventurers who have seen some action, militias,
wild animals.
J OU R N E Y M A N ( T I E R 4 ) Known adventurers, guardsmen, dangerous wild
animals.
TRAINED (TIER 5) Experienced adventurers, soldiers, elite bad guys
EXPERT (TIER 6) Very experienced adventurers, specialists, evil
lieutenants, big animals.
M A S T E R ( T I E R 7 ) Adventurers at their peak, officers, trainers, artisans,
really big animals.
HERO (TIER 8) Heroes of great stories both good and evil,
mythical beasts.
EPIC (TIER 9) Warriors beyond peer, mighty wizards,
the kings of monsters.
LEGEND (TIER 10) Lesser gods, dragons,
things you run away from really fast.
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S I M P L E 1 0 4 T H E D I T I O N

Skill Tiers can also be applied outside combat situations to help define the difficulty of a
task.

E x a mple S

Bluffing a drunk is Trivial. Bluffing a


Climbing a ladder is Trivial. Climbing a tree
guardsman is Trained. Bluffing a spy is Hero.
or rope is Beginner. Climbing a cliff is Novice.
Climbing a brick wall is Trained. Climbing
Intimidating a child is Trivial. Intimidating
a smooth wall is Expert. Climbing a cloud is
a mugger is Trained. Intimidating an enemy
Legend.
warrior is Expert. Intimidating a dragon about
to eat you alive is Legend.
A slippery surface increases the Tier by 1.
Digging into loose dirt is Beginner. Digging
into clay is Trained. Digging into rock is Master.
Appropriate tools lower the Tier by 1 or 2.

Leveling Up

In a long-running game, Skill Tiers can be used as a Leveling Up system.

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

P l a y er 2 tiers P l a y er a nd t a rget T a rget 2 tiers


R E S U LT a b o v e t a rget ( + 4 ) o n eq u a l tiers ( + 6 ) a b o v e p l a yer ( + 8 )

10 CRITICAL SUCCESS: 5 HITS CRITICAL SUCCESS: 5 HITS CRITICAL SUCCESS: 5 HITS


9 4 HITS 4 HITS 4 HITS
8 3 HITS 3 HITS MINIMUM FOR SUCCESS
7 2 HITS 2 HITS FAILURE: 1 HIT COUNTER
6 1 HIT MINIMUM FOR SUCCESS: 1 HIT 1 HIT COUNTER
5 1 HIT FAILURE: 1 HIT COUNTER 1 HIT COUNTER
4 MINIMUM FOR SUCCESS: 1 HIT 2 HITS COUNTER 2 HITS COUNTER
3 FAILURE: 3 HIT COUNTER 3 HITS COUNTER 3 HITS COUNTER
2 4 HITS COUNTER 4 HITS COUNTER 4 HITS COUNTER
1 C R I T I C A L FA I L U R E : H E L P L E S S C R I T I C A L FA I L U R E : H E L P L E S S C R I T I C A L FA I L U R E : H E L P L E S S
6 2
S I M P L E 1 0 4 T H E D I T I O N

Appendix: Class Expansion


F O R E W O R D The following is a set of five classes which have been crafted to fit into the
S imple 1 0 system, but may not fit into every game or setting, or may provide complex
options for experienced players. These classes may be used in your games individually, as
a whole set of exciting options, or anything inbetween. Included in this document are a
selection of multiclass skills that are meant to fit with these classes.
Alchemist

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

D istill L ife Spell, Recharge: 2. The Alchemist F ire Spell, Ranged,


saying goes Life is hard. This is incorrect. Recharge: 2. Alchemist Fire can catch onto
Solids are hard. Life is a liquid. Create three anything, even water, and produces virulent
Health Potions which you may distribute smoke. Deals damage and lowers targets
freely to nearby party members, on a critical Skill Tier by 1 for a turn. If this renders the
success, create four. Consuming a potion is target Helpless, it needs two successful rolls
an Instant Automatic action that restores to stand back up.
three hits. A character can only hold one
L ightning G re a se Passive.
Health Potion at a time.
Revitalizing and energizing, grease up once
D re a m W ine Spell, Recharge: 2. Brewed and youre good to go forever. Long term side
from a mix of alcohol and mind-altering effects may apply. When you successfully roll
chemicals, it is said to make you feel four- to stand up from helplessness, you may take
dimensional. In combat, the crit range for an additional standard action.
your next attack is increased by 2. Outside of
combat, invoke prophetic visions.

F ield Kit A good field kit contains


tools for all sorts of work, including the
kind those tools werent meant for. Forge
a fake duplicate of an item with plaster or
iron, melt items and incriminating bodies to
nothing with powerful solvents, plate items
with a thin layer of metal to make them seem
dangerous or valuable, and so forth.
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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

H o p - S c o tch Spell, Recharge: 2. A E x periment a l Alchem y Passive.


bouncy brew that sends you flying like a can- You get a little extra creative with ingredients
nonball. Or cannon-person-shaped-object. due to curiosity or sheer cheapness. Effects
Jump on top of an enemy, dealing damage, may vary. Wildly. Your Spellbound Alchemiz-
and lower one remaining recharge by 1. ing potions can also contain non-spell Skills.
Your Cans of Whoopass last until the user
Acid S pr a y Spell, Recharge: 4. Not many goes Helpless. Your Distill Life potions now
good things come from leaking acid. This is one also grant one of the following effects to who-
of them. Deal damage to all enemies. All actions ever drinks it for 1 turn, chosen when the po-
against affected enemies crit on 1 less next turn. tions are made:
Can also be used outside combat to reduce the
Skill Tier needed to break objects by 2.
-1 min to s u cceed with
R e v ol v ing D r u m Passive. Good a ll other s k ills .
work is rarely done fast. When it is, make the - 1 rech a rge t o a l l ski l l s .
most of it. When you critically hit, your next + 2 to crit r a nge .
Alchemist skill is Instant.

C O S T : 3 P O I N T S

Can of W hoop a ss Recharge: 5 S pell b o u nd Alchemizing


when all potions have been used. Crack open a Automatic, Spell. Bottle up some spells for a
cold one, then crack open some heads. Cre- rainy day. Or any day, really. Create a special
ates a sixpac of whoopass and passes one potion bound with any one skill point spell
to everyone in the party. Consuming the from any class. You may have up to three of
can grants +1 Skill Point, +1 Hit and +1 Skill these at a time. Casting the spell consumes
Tier until they fall below half Hits (round- the potion.
ing down). Consuming a potion is an In-
stant Automatic action. Allied characters can
only have one Whoopass Potion at a time.
Multiclass

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.
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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

Undo Spell, Recharge: 2. Erase history, R e b o u nd Spell, Recharge: 3. What


or at least the last few seconds. Your Target goes around comes around. The next time
jumps back to last turn, in the exact same you receive counterattack damage, add the
conditions he was, both in terms of hits/ amount of hits you took as a bonus modifier
wounds, position, and cooldowns. to your next roll.

O u tside T ime Passive. Act outside F reezefr a me Spell, Lasts 4 turns,


the limits of time. Every time you are about Recharge: 2 after effect ends. Lets slow things
to go helpless, you may take one instant down a little. You slow down the flow of time
action. Afterwards you take damage and go for a given object, such as a small stream,
helpless as normal. falling rocks, or opening gates. This makes
some obstacles easier to traverse, (-2 to the
F u t u re S tri k e Spell, Recharge: 1.
skill challenge difficulty), and others almost
You fire into the future. This attack will land
entirely immovable.
on your target enemy 3 turns from now, but
will autocrit. You have to call whether your
roll will be even or odd. If you get it right, the
wait time is only 2 turns.
C O S T : 2 P O I N T S

T ime C a ps u le Spell, recharge: 3. E choes of T ime Spell. If only I


Time is valuable, dont waste yours. The Tar- could just see what happened here... Focus-
get is insulated from the time for a number of ing, you can see and hear the past, even the
turns equal to how much your roll beats their distant past, of the place you are currently
skill tier. This can work on allies, foes, and standing in. This doesnt allow you to interact
objects. While bottled they cannot interact or change things.
or be interacted with, and cannot take action.
The target has no awareness of what happens D o u b le T ime Spell, Automatic. The
during the time he is bottled. clock doesnt always tick at the same pace
anymore. By channeling this spell, you can
E lsewhen Spell, Automatic. Let's meet speed up or slow down the passing of hours:
again yesterday. Choose a place you have however, you cannot do anything else while
been to in the last day, you or a willing ally can you channel this spell.
return there at the cost of losing all you didnt
possess when you last were there. Memories
are intact.

C O S T : 3 P O I N T S

XX I Passive. Storing movement like sand in


T empor a l Anom a l y Passive.
an hourglass. Every two turns, you gain an
Sets the Recharge of all your skills to 1 unless
instant action. Said actions can all be spent
it was 5 or more. This effect can be given to
in the same turn to take as many actions as
an ally as automatic action, but doing so
you want. You start every encounter with two
makes it stop affecting you until you take it
actions already stored. The stored actions
back.
fall to 0 at the end of each battle.
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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 Chronomancer as one of the
two parent classes. Each costs 2 skill points.

T imew a rden Passive. Every enemy P a r a do x Spell, Recharge: 3. Summons


you send helpless becomes a temporary min- a duplicate minion of yourself or the target
ion. These minions count as 2 skill tiers be- that can hold physical objects and deal dam-
low yours and break free of your control on age if they pick up weapons. This Minion has
the first failure, but also suffer counterattack one hit and no wounds.
damage for them.
E v erli v ing Automatic, Once per game-
D istortionist Recharge: 3 after play session. Returns to life in a safe place
effect triggers. The next time you would take close to where you died. Cannot be used in
counterattack damage, you instead leave combat, but will instead trigger when combat
an after image in your place and disappear, ends.
making you impossible to detect until you act
and making your next roll Autocrit.
Cultist

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

E v il T win Recharge: 3 after duplicate N a rr a ti v e M a dness Recharge: 3.


vanishes. Creates a magical copy of the Causes the target to talk endlessly but
target, which knows all the targets skills and renders them unable to lie. It may take some
has its memories. These copies are obviously skill to pick out the useful info from the
fake, with a reversed color scheme and unpunctuated torrent of words though. On
obvious magical aura, and they are prone to a crit, the target can be easily guided to talk
being stubborn. As such, an Evil Twin is 2 about things relevant to what you want to
Skill Tiers below the caster just out of spite, hear. Otherwise they just say what comes to
but acts as a Minion otherwise. If asked for mind.
information, it may need coaxing before it
G ift of C h a nge Recharge: 3. The
becomes helpful.
target grows a new limb, which proceeds to
The duplicate lasts until it is is killed or attack them. They suffer 1 Hit of damage each
dismissed as an Automatic action. On a crit, turn until they elect to sacrifice 1 Wound (or
the summoned Evil Twin is only 1 Tier below 5 hits) to cut it off, or fall Helpless. On a crit,
the caster and more helpful when spoken to. the mutant limb lingers until removed, even
persisting through Helplessness.
I rr a tion a l F e a r Recharge: 2 after
target reverts. The target sees all things as Unre a l Being Recharge 2 once the
terrifyingly powerful foes, lowering its skill being disappears. Summons an image of an
tier by 1, or 2 on a crit, until someone fails to impossible creature from beyond the veil
hit it, proving they aren't that scary after all. of sanity. This thing cannot interact with
Good for spooking people outside combat too. the physical world, but you can see what
it sees, speak through it and it looks very
creepy. Dissipates if attacked or dismissed.
Dismissing it is Instant and Automatic.
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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

P s y ch O u t Recharge: 3. Calls forth a C u rsed I tem Recharge: 5. Curses


distracting mental oddity in the eyes of a tar- an item with horrible misfortune. Weapons
get. This oddity only exists in the eyes of the cause glancing blows and shallow cuts. Ar-
caster and target, and will wholly distract the mor fits poorly and restricts movement. And
targets attention and, in combat, their weak- so forth. Anyone wearing or using a Cursed
er counterattacks by 1. It cannot, however, Item suffers from awful luck. All attacks
fight back in any way or interact with people against them Autocrit, all of their failed rolls
other than the target. It disappears when the count as Critfails. They never win contests,
target goes Helpless. forget their words at important moments,
trip on their feet, and so forth. Effects last
S a nit y L oss Recharge: 3. Twists the until they remove the cursed item.
world of an enemy, showing their allies as The cursing process is obvious and takes time
hungering beasts gathering on a fresh kill. to do, so it cannot be used in active combat.
Affected target will lash out against allies
if they try to help him out of helplessness. S e a led P a ct Automatic Instant, Re-
When the target gets up, one of its allies will charge 1 after the crit fail returns to haunt you.
fall Helpless instead (or suffer 5 Hits). On crit, Sell your future fortune for some good luck
the affected target also takes 1 immediate Hit here and now. Gain an immediate natural crit
as it gets up. on your other action this turn. Your next crit
is a crit fail instead.
C O S T : 3 P O I N T S

P a r a noi a Recharge: 3. The target is is


afflicted with a gnawing paranoia. Lowers the + 1 S k ill T ier
crit limit of all actions against the target by 1 + 1 H it a nd + 1 W o u nd
every turn until someone crits against them. +1 d a m a ge to a ll S k ills
This also works on out of combat actions. a nd a tt a c k s
+ 1 to a ll rolls
I nner D emons Recharge: 5 after re- - 1 crit l imit t o a l l a cti o ns
verting. Transform the target into the avatar - 1 d a m a ge t a ken f r o m a l l
of their inner darkness for up to 5 turns or so u rces
until they fall Helpless. The target can pick - 1 ski l l tier t o a l l enemies
3 bonuses from the following list. Addition- str u c k (does not stack with itself)
al bonuses cost 1 Wound each, taken upon
reverting.

Multiclass

The following skills can be picked by anyone Multiclassing with a Cultist as one of the two
parent classes.

M a d S cientist Recharge 2. Certain P ossessed Passive. You are host to


kinds of modifications to weapons and spell powers from the unknown beyond. They lend
catalysts are forbidden for being simply too you their power, and offer a partner for con-
dangerous. For all parties involved. Increases versing. All they ask in return is to feed on your
an allys crit AND crit fail limit by 1. This can sanity. The voices you hear have limited sen-
be stacked. Lasts for the duration of the bat- tience and can reveal strange facts about the
tle, or until the target dismisses the effect world if talked to. When you go Helpless, you
with an Instant Automatic action. can keep using basic Attacks until your next
failure, at which point you go Helpless as nor-
mal. This effect also ends if you are Healed.
You also gain 1 Skill Tier for the duration.
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S I M P L E 1 0 4 T H E D I T I O N

Z e a lot Passive. Blind, fanatical devotion O therworlder In touch with the


to a single being can come off as flattering or beasts of the beyond, and monsters of the
creepy depending on presentation, but in ei- mortal realm, you are able to call upon the
ther case it is an endless source of power to most terrifying of aid in times of need.
the devotee. Pick one ally as your object of Spell, Recharge 4 after monster is gone Sum-
obsessive worship. You can accurately locate mons a Hero Tier monster as a Minion that
this target regardless of distance. If this ally lasts until it misses an attack. If the caster is
falls Helpless in combat, you gain Autocrit already Hero Tier, the monster is instead 2
against the enemy who caused it, until that tiers above the caster.
enemy is Helpless or three successes against
it if it cannot go Helpless.

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.

T he C hi P ool Monks have a starting P u rch a sing C hi Players may


chi pool of 5, these Chi Points are used to purchase additional chi points at a rate of 1
power many skills. You start combat with 4 chi skill point for 2 chi points. These additional chi
points, Every success generates a Chi Point, points are added to the pool and you will start
and every critical hit and miss generates an combat with them. IE: spending one point to
additional Chi Point (A 10 will generate 2 chi, buy chi points, will result in a maximum chi
a 6 will generate 1 chi, and a 1 will generate pool of 7, and starting each combat with 6 / 7
1 chi) chi points.

Using C hi Chi is used to boost several


skills for an added effect.
C O S T : 1 P O I N T

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.

W ise F ort u ne Instant, Recharge 5. I


got these quotes from ancient scrolls, not cook-
ies. This turn, target becomes stunned for 3
turns, may not deal counterattack damage, and
is counted as helpless for the purpose of skill
text. Damaging the target breaks the stun. The
target does not take damage from this skill.

Chi Boost: for 3 Chi Choose another target


that gets stunned for 2 turns as well, counting
as helpless, until damaged.
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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

B a ttle s F low Recharge 2. Adver- P h a se A u r a Automatic. Consumes 1


sity is the parent of virtue. If there is a help- Chi for every turn it is active. The light of your
less character around you, gain 1 hit. If there soul shines on the outside. You emit an aura
is another non-helpless character around you, of light surrounding you that reveals the dark
gain +1 to your next roll. secrets and weakness of your enemies. You
also become aware of any hidden and ethe-
Chi boost: for 2 Chi - Each helpless charac- real creatures in the aura and can force them
ter grants you one hit, and each non-helpless to be visible and corporeal. Enemies who are
character grants you +1 to your next roll. near you in this light have their critical range
attack lowered by 2 for your allies. Does not
D e a th Blow Recharge 3. The student stack with other Phase Auras.
took heart attack a little too literally. Deals
an additional 5 damage on hit. Chi boost 1 additional Chi each turn it is ac-
tive. All enemies take double damage.
Chi boost: for 4 Chi If the opponent would
go helpless from this attack, the remaining S elf S a crifice Automatic, Recharge
damage carries over into Wounds. 2. Loss of self can be the gain of others. You
distribute your max hits +2 to your allies as
healing, but are rendered helpless.

Chi boost: 1 point per hit You may increase


this healing further by spending chi points:
an additional hit distributed per chi point
spent.
C O S T : 3 P O I N T S

Qi R e v ers a l Recharge 5. All dark has M o u nt a in S pring S t y le


a little light, all light has a little dark. Invert- Passive. Life flows as the spring / ever fresh,
ing them ultimately keeps things the same, ever moving / firm on mountain stone. You
but with a moment of chaos in the middle. regenerate a hit every turn you are not help-
Lifts all helpless combatants and renders all less, and a wound every second turn you are
standing combatants helpless, friend, foe not helpless. While helpless you count as
or self. Allied targets do not suffer a wound one skill tier higher.
from this.
Chi Boost 4 chi per use, one use per turn.
Chi Boost For 2 chi per target you may re- You instantly regain up to 5 wounds, and
store all hits and wounds to a target affected remove any status effect on yourself.
by Qi Reversal.

Multiclass

The following skills can be picked by anyone Multiclassing with a Monk as one of the two
parent classes.

D r u n k en M a ster Passive. The key G od H a nd Instant, Recharge 3. Ones


is to fall often but never to fall hard. Bounce who have truly mastered the fist can simply
back and outlast your opponent. When you undo mistakes a rookie might make on the fly.
get up from helplessness, you gain a tempo- Deals standard damage. Roll twice and pick
rary +1 hit per time you've been helpless this the result you prefer.
battle. You cannot be healed until these tem-
porary hits have been spent, and they cannot Chi Boost 3 Chi points. You can roll 3 dice
be recovered via healing. and pick the preferred result.
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S I M P L E 1 0 4 T H E D I T I O N

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.

Chi Boost 3 Chi points. Can be used from


Helplessness.

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

Appr a ise Instant. A lot can be deter- E ngineering An engineer is always


mined with just an eyeballed analysis.Roll intrigued by the chance to learn. Your knowl-
above an enemys skill tier with this roll to edge of the tech of the era is superb, you at-
determine the number of remaining hits and tempt to understand, repair, and repurpose
wounds on them, their skill tier, and possi- the tools of the day, or even reassemble bro-
bly their weaknesses. Out of combat, quickly ken equipment, scraps into something usable.
determine value of objects, study artifacts to
determine their age, size up others, etc. Augmentations Passive Upgrade You may
automatically repair your own gear.
Augmentations Passive Upgrade The skill
gains the Automatic Tag and the Crit thresh-
old against enemies you Appraise is lowered
by 1.
Armor P a dding Instant, Automat- H ot I rons Recharge 1. Spill molten
ic, Recharge 3. A couple of simple tricks can metal on the enemy in a beautiful arch. Hit
make any armor more protective. And that X targets with a critfail range of X-1. Outside
can save many lives. Prevents counterattack combat, you can melt metal objects with it or
damage the next time you would get dam- set things on fire.
aged. Armor Padding fades when used. Augmentations Passive Upgrade Hit X tar-
gets with a critfail range of X-2 instead.
Augmentations Passive Upgrade: You can de-
ploy the padding to an ally. R u st b ite Recharge 2. Like frostbite, but
with more tetanus. Deals standard damage.
On hit, lower the skill tier of the hit enemy by
1 for a turn. Augmentations passive upgrade:
Lowers the skill tier for 2 turns.

C O S T : 2 P O I N T S

F l y ing M ini b ots Recharge 1 after C om b a t C onstr u ct Passive. You


effect ends: effect lasts 5 rounds. Warning: May build a 3/3 living armor minion, that can per-
make annoying buzzing sounds. Summons a form basic tasks and functions, and as an au-
tiny flying contraption, plus an additional one tomatic action, you may equip it as armor. This
for every point you pass the MIN roll. These minion can not take actions while equipped,
contraptions have 1 hit and 1 wound, can not and gets damaged in your place until it falls
wield weapons, and must work together to do Helpless, causing it to become unequipped and
harder tasks such as lifting up a helpless target count as a Minion again. If broken, this minion
(forgoing all minibot attack rolls for one lift-up can be automatically rebuilt out of combat.
roll). Minibots don't count against your maxi-
mum minion slots. Out of combat your mini- Augmentations Passive Upgrade When your
bots may carry objects or creatures for you. construct minion is equipped, you count as one
tier higher.
Augmentations Passive Upgrade: You gain +1
for your basic attacks for every flying minibot
around you. However each turn you use this
bonus one of your minibots deactivates.
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S I M P L E 1 0 4 T H E D I T I O N

G a dget Makes a nifty device to aid with M emor y E nh a ncer Recharge 3


a specific task. Once successfully built, the after effect ends. That was the last time you
gadget provides +1 to a specific action for the forgot where you put your keys. Bonuses to
owner. A gadget can be given to allies. Your rolls last an additional turn. May target allies.
gadget gains an extra turn of use for every
point your roll exceeded the min. Augmentations Passive Upgrade Whenever
you target an ally with this skill, you auto-
Augmentations Passive Upgrade Add two matically receive it too.
turns to the roll.

C O S T : 3 P O I N T S

A u gment a tions Passive. Revolu- Utilit y Belt Automatic. You always


tionary technology right inside the body. You come prepared. The same utility can not be used
have decided to upgrade yourself instead of for 3 more turns. You gain the following Utilities:
building something to supplement your abili- I nst a nt C offee Remove 1 turn of
ties. This ability unlocks passive bonuses for recharge from the skill of an ally.
every other skill that you have taken. BA N D A G E S Restore 3 hits to an ally.
A D R E N A L I N E S H O T Give +1 to the
next roll of an ally.
M E D K I T Help an ally up from helplessness.
S T AB I L I Z E Save an ally that just lost
their last wound. This ally is out of combat,
cannot act or be targeted, but survives until
the end of the battle.

Augmentations Passive Upgrade Utility Belt


can be used on more than one ally, for the
price of +1 recharge time per additional ally.
Multiclass

The following skills can be picked by anyone Multiclassing with a Smith as one of the two
parent classes.

I ronhe a rt Passive; Once per com- G ren a de Recharge 3. An explosive used


bat. When one has forged their body to be to demolish buildings and foes alike. This
as strong as the iron it shapes, one has truly skill ignores normal MIN rules instead fol-
transcended the limits of flesh. When you lowing its own table. This roll cannot benefit
first go down to 1 wound or less, you are in- from any modifiers.
stantly restored to 3 wounds.
1 explodes before you can throw it, damaging
E rgonomic G rip Thanks to your yourself and your allies for 2 hits each.
custom grip, you can wield an extra weapon. 2-4 it is a dud and nothing happens.
You can make two rolls to attack twice. If ei- 5-7 does 2 hits of damage to all enemies.
ther is a critical miss, both miss. Neither of 8-9 does 3 hits of damage to all enemies.
your weapons need the Dual tag. 10 does 5 hits of damage to all enemies.

R o b otic Arm Passive. You have up-


graded a part of yourself. You may take one
extra action, including a basic attack with a
single weapon type (chosen when you pick
this skill).

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