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CORE RULEBOOK
by Dave Zajac
CREDITS TABLE OF CONTENTS
DESIGN PLAYER RULES 3
Dave Zajac What is a Roleplaying Game? 4
Characters 6
COVER ART Character Creation 8
Dave Zajac Equipment 9
Abilities 11
INTERIOR ART Combat 27
Dave Zajac Magic 29
Incantations 29
EDITING Magic Items 31
Matt McDonald , Michael Cristel, Dave Zajac Using Attributes 31
Exploration 32
LAYOUT Being a Good Player 32
Dave Zajac The Rest of the Rules 32
GAME MASTER RULES 33
PLAYTESTERS Being a Game Master 34
Aaron Holmes, Alex Silvius, Bob Riepshoff, Chris Green, Creating a Game World 34
Dave Zajac, Erik Puckett, Mark Crane, Matt Frazier, Designing Monsters 34
Matt McDonald, Michael Cristel, Steve Slotten Designing Compound Monsters 36
PRESENTED BY Building Skirmishes 36
Traps 37
Attribute Checks 39
Treasure 40
Magic Items 40
Character Advancement 41
Putting it All Together 41
Optional Race Rules 42
www.swordfin.com Additional Monsters 43
VERSION Open Game License 47
1.1.2 Simplicity Character Sheet 48
Copyright © 2010 Dave Zajac
FOREWORD
These roleplaying rules came about early in 2010. I was away for a weekend of gaming with friends, and
one of the games on the agenda turned out to be the early 80's version of the roleplaying game that
started it all. Like many, this was the game that introduced me to pen and paper RPGs, and even though
I hadn't played this particular version of it in decades, I had fond memories.
Days before the actual game, I did something I hadn't done in years: I created a character from
scratch, no laptop, no spreadsheets, no character generators. Just me, my dice, my character sheet, and
my well‐worn red rulebook. I had forgotten how we all did it as kids. It took me about twenty minutes.
The experience was invigorating, and it left me feeling twelve years old again.
Moreover, I was amazed by what I had accomplished with a simple 64‐page rulebook. For the past ten
years, I'd played nothing but newer versions of the same game, spending hours and hours reading rule‐
books and supplements. Roleplaying is a hobby for me, so this time wasn't wasted, but there was
something liberating with having accomplished so much with so little. Needless to say, I was excited to
put my newly created healer to the test.
When the time finally arrived to play, I did something else I hadn't done in years, I played without my
laptop. Once again, it was just me, my dice, my character sheet, and my well‐worn rulebook. No distrac‐
tions, no screen blocking my view of the table. We played for well over ten hours that day, and I had an
incredible amount of fun.
Over the course of the next week, I had a chance to reflect on the game and my experience. One of
the things that impressed me the most was the speed of combat and the sheer amount of exploring we
had accomplished. With numerous tactical options and a laundry list of spells, I hadn't realized just how
slow combat had become over the years.
Over the next few weeks, I searched for a set of rules that would give me the speed and ease of the
classic game without containing some of its more obvious drawbacks. When I couldn't find one I liked, I
decided to write my own. The result is Simplicity.
Mechanically, Simplicity encompasses ideas from nearly every RPG I have ever played, both old and
new. In spite of this, I feel it retains a definite "old‐school" feel. I’ve intentionally written the rules lean
to give the Game Master more control over the world he or she creates. Because of this, Simplicity may
not be the best choice for someone who has never refereed a pen and paper roleplaying game. That be‐
ing said, those of you who have been a Game Master before should have no problem learning the rules.
On the player side of things, Simplicity is one of the easiest systems I've ever used, and even those with
zero experience in roleplaying games should have no problem getting started.
I've opted to release these rules under version 1.0a of the Open Game License and provide them to
the public in electronic format for free. It is my hope some of you will give them a shot, and hopefully
you'll have as much fun playing them as I did writing them.
Finally, even though I authored these rules myself, they would never have achieved their current state
without the interest and support of all the individuals displayed in the credits, and because of this, I'd
like to extend my personal thanks to all those listed.
In closing, I'd like to dedicate these rules to all the great names of early roleplaying: Gygax, Arneson,
Holmes, Moldvay, Cook, Mentzer, Elmore, Easley, Parkinson, and more. Their creativity and contribu‐
tions to the hobby of roleplaying created a love of fantasy that will remain with me throughout my life.
Dave Zajac
December 2010
PLAYER RULES
SIMPLICITY
WHAT IS A ROLEPLAYING GAME? etc. The numeral before the “d” signifies the number of
Most modern day roleplaying games are different from times to roll the die, and the numeral after is the number
traditional board games or card games. In a roleplaying of sides the die being rolled should have. For example,
game, the participants play the part of specific characters, 2d6 means you roll a 6‐sided die twice and add up the
acting cooperatively instead of competitively. Roleplaying results, generating a number somewhere between 2 and
games typically employ a referee or Game Master (GM, 12. Most players prefer to play with multiple sets of dice,
for short) to oversee the flow of play, determine the ac‐ allowing them to simply toss multiple dice with the same
tions of the people and creatures the players encounter, number of sides at once and tally up the result for speed
and guide the overall story. and efficiency. That being said, it’s perfectly fine to play
Since roleplaying is a cooperative effort, there are no with only one set of dice.
winners or losers. The players work together toward the When game play calls for a percentile check, use the 10‐
goal the Game Master has placed before them. Some‐ sided die to generate the number between 1 and 100. To
times they succeed. Sometimes they fail. Regardless, the do this, you roll the die twice. The first result is the “tens”
game is more about the journey and less about winning. number, and the second result is the “ones” number. For
For those who have never played a roleplaying game, example, if a task has a 1% chance of failure, you would
this may seem like a foreign concept, and it would be fair need to roll a 0 and then a 1 on your 10‐sided die to fail.
to wonder, “What’s the purpose of playing if there are no
winners or losers?” Simply put, a roleplaying game is still a PLAY EXAMPLE
game, and like most games, the purpose is fun. The rea‐ In a roleplaying game, the players play the part of the
son roleplaying games excel in this area is because they characters they control. While some players enjoy talking
are not competitive. Roleplaying games naturally foster a in‐character, sometimes even imitating a different voice,
social atmosphere. They are about getting together with this isn’t absolutely necessary. It’s really only necessary
your friends and spending quality time catching up, laugh‐ that you convey your character’s actions to the Game
ing, snacking, and playing a game where no one goes Master. In the example below, a party of four adventurers
home the loser. (Kennith the warrior, Mara the curate, Palik the mage,
and Davin the scoundrel, each played by different players)
LEARNING TO PLAY has been sent by the mayor of Wydown to investigate a
If you are already familiar with other roleplaying games, cave on the outskirts of the village. The Mayor believes an
learning the Simplicity system will be easy. If, however, ogre has taken up residence there and is stealing the local
you have never played a roleplaying game in your life, you farmers’ sheep. The GM opens the quest with a brief de‐
may need more of an introduction to the hobby than the‐ scription of the situation.
se rules provide.
Like other games, the easiest way to learn to play a GM: After a short walk, you’ve reached the location
roleplaying game is to have someone teach you. Local Mayor Backlow told you about. In the distance you see a
game stores and hobby shops typically host programs wooded hillside. While largely overgrown, patches of
geared toward new players, and those who already play limestone are visible beneath the thick grass and moss,
are always excited to introduce someone new to the hob‐ and near the base of the hill, you spot the dark opening of
by. If this doesn’t appeal to you, there are numerous a cave. What are you going to do?
books and online resources to help you get started. If Davin: I want to make sure we’re not dealing with more
you’d rather brave the waters alone, keep reading. than one ogre. I look around to see if I can find any tracks.
GM: Roll a Spirit check.
USING DICE Davin: [Rolls dice.] I got a 12!
Most roleplaying games use multi‐sided dice to determine GM: [Knowing there is only a single ogre.] You look
the outcome of events both in and out of combat. The around, and judging by size of the footprints you see lead‐
Simplicity system uses 4‐sided, 6‐sided, 8‐sided, 10‐sided, ing toward the cave, you’re convinced only one creature
12‐sided, and 20‐sided polyhedral gaming dice for this has been tromping about.
purpose. Most die rolls are abbreviated as 1d4, 3d6, 1d20, Kennith: That’s good news. One ogre is bad enough. I’d
hate to have to deal with a whole clan of them.
4
SIMPLICITY
Palik: How do you propose we handle the situation? Palik: [Rolling multiple dice.] We had best get on with it
Kennith: We seem to have the element of surprise. I say then. I hurl an orb of arcane fire at the ogre’s head. I hit
we charge in and catch the foul beast off guard. with a 15 and deal 4 points of damage.
Davin: I agree! Give the creature no chance to react! GM: The ogre howls in pain and tries to pat out its flam‐
Mara: [To Davin.] And if you’re wrong about the num‐ ing tufts of hair.
ber of ogres in the cave? Mara: [Rolling multiple dice.] I follow Palik’s example by
Davin: Well, there’s always a hasty retreat! saying a short prayer. Excellent! A natural 20! That’s 8
Palik: [Sighing at Davin.] I don’t know how I get myself points of damage!
into these situations. Very well, but at least let me tether GM: Moments later, divine light washes over the beast,
an orb of light to Kennith and you. We need to be able to blistering its skin. It doesn’t look happy. Okay, it’s time to
see once we get inside. roll initiative. Who’s rolling for the party?
Kennith: Good thinking, Palik. Davin and I will lead. You Davin: Oh! I’ll do it! [Rolling his dice.] Yes! 15!
and Mara stay to the rear and help when you can. GM: [Rolling his dice.] That’s good, but it doesn’t beat
Mara: [To Palik.] He means save their hides when they my 17. The ogre grabs its giant club and swings at
get in over their heads. Kennith. [Rolling his dice.] The wooden cudgel connects
Palik: [Casting his spell.] It wouldn’t be the first time. solidly with your leg, dealing 11 points of damage.
Kennith: All right, enough with the witty banter. This is Kennith: OUCH! My armor will soak up 2 points of that,
serious business. We can laugh and joke back at the tav‐ but it still hurts like hell!
ern—if we survive. We have a plan, so let’s get to it. GM: [Rolling his dice.] And he’s not done yet, he brings
Kennith: [To the GM.] We hustle to the cave and storm his club back around for another swing, this time aiming
in, hoping to catch the ogre by surprise. the blow at Davin. Fortunately, you’re too fast Davin, and
GM: Very well. With haste, you enter the cave and he misses.
make your way down a winding 20‐foot tunnel that opens Davin: Thank goodness. I do not want to take a hit like
into a large circular chamber roughly 60 feet in diameter. that!
Near the chamber’s center sits a massive ogre clothed in GM: Okay. The ogre is done. It’s the party’s turn.
animal skins. In the light from Palik’s magical orbs, you Mara: [To Kennith] How are you looking there, big fella?
see tufts of coarse black hair sprouting from its head and Kennith: I’m okay, but that last hit took a lot out of me.
overly large ears. A low fire burns in front of the creature, I won’t survive another of the same magnitude.
and over it roasts a small lamb. The ogre looks up, sur‐ Mara: [Rolling her dice.] I utter a prayer, run up to
prised to see intruders. What do you do? Kennith, touch him on the back, and release my healing
Kennith: ATTACK! power into his body. He gains 5 health.
GM: You managed to surprise the ogre, so each of you Kennith: [To Mara.] Thank you. That’s much better
will get to take a turn before we roll for initiative. Mara: [Smirking to Palik.] I told you we would be saving
Kennith: [Rolling his dice.] Great! I run up and slash the their hides.
beast with my sword. I rolled 11. I hit! Kennith: [Rolling multiple dice.] Since I’m feeling better,
GM: Nicely done. Now roll me your damage. I whack the ogre with my sword, hitting with a 12 and
Kennith: [Rolling his dice.] Aw! I rolled a 2. That stinks! dealing 8 points of damage.
GM: In your haste to close the distance to your enemy, GM: That got its attention, but it’s not slowing down.
you were sloppy with your attack. It hits, but only opens a Davin: [Rolling multiple dice.] We’ll see how he likes my
small gash on the creature’s forearm. Who’s next? dagger now! Oh man! I rolled a 1! A freakin’ 1! I missed!
Davin: [Rolling his dice.] I can do better than that! Davin
deftly approaches the ogre and stabs him with a dagger At this point, the game play continues, with the players
while he’s reeling from his previous attack. No! I rolled a and GM taking turns attacking until one side emerges vic‐
4! I missed! torious. If the players succeed, they find 20 gold pieces
Kennith: I quip, “All show and no muscle, Davin. You hidden under a pile of dirty animal skins near the rear of
need more practice with your blade.” the cave. In addition, Mayor Backlow rewards them with 5
gold pieces each for vanquishing the ogre.
5
SIMPLICITY
Welcome to Simplicity, the roleplaying game that allows attributes. A 1st level character may add no more than 3
you to create fictional adventures in fantastic worlds. By points to any given attribute. After 1st level, characters
design, the Simplicity system is easy to learn, easy to use, earn 2 additional attribute points at every even level (2, 4,
and easy to master. Everything you need to know about 6, 8, etc.), of which only 1 point may be added to any giv‐
your character exists on one simple sheet. en attribute.
Other game systems get bogged down in details that,
more often than not, slow the ac‐ BODY
ABOUT THE RULES
tion at your game table to a crawl. These rules were not written to serve as an intro‐
The Body attribute represents how
Simplicity was designed to run duction to the hobby of roleplaying games. Many strong, agile, and healthy your char‐
smoothly, allowing you to focus on other books and online references exist to help you acter is, how much sustained weight
if you have never played a pen and paper roleplaying
the story of your game, not the me‐ game. The Simplicity roleplaying game was created he or she can carry (encumbrance),
chanics. Get ready to experience for individuals who have played other roleplaying and how effective they are with me‐
games and found them too cumbersome or rules‐
simple gaming at its best! lee weapons. Your Body modifier is
intensive. As with most roleplaying games, these
rules are designed to be a guide and not a definitive added to most damage rolls when
CHARACTERS text. The Game Master always reserves the right to using melee and thrown weapons.
change the rules as he or she sees fit.
Simplicity uses a design and evolu‐
tion system that allows you to develop your character as THE BODY ATTRIBUTE
you see fit. By default, no races or classes exist in Simplici‐ ATTRIBUTE MODIFIER MAX WEIGHT
ty. This is intentional. How you roleplay your character 8‐9 ‐1 90 lb.
defines who they are more than the numbers on your 10‐11 0 100 lb.
character sheet. 12‐13 +1 110 lb.
14‐15 +2 120 lb.
CHARACTER LEVEL 16‐17 +3 130 lb.
st
A Simplicity character begins his or her career at 1 level. 18‐19 +4 140 lb.
As your character adventures, he or she advances in lev‐ 20‐21 +5 150 lb.
els. Many other game systems use experience totals to 22‐23 +6 160 lb.
track a character’s progression. In Simplicity, the Game
Master (or GM, for short) determines when a character MIND
gains a level, allowing him or her to tailor your character’s The Mind attribute represents how smart and quick learn‐
advancement to the pace and frequency of the game. As a ing your character is and how many additional languages
result, your GM may elect to award levels after a certain he or she can speak (your GM will be able to provide you
number of battles or only after the completion of a specif‐ with a list of allowed languages for his or her campaign).
ic quest. All characters begin with the ability to speak the Common
Characters in the Simplicity Fantasy Roleplaying Game tongue. The Mind attribute also determines how effective
th th
typically end their careers between 15 and 20 level. a character is with arcane magic and mental powers. Your
Mind modifier is added to most of your damage rolls
when using mental powers or casting arcane spells that
CHARACTER ATTRIBUTES
deal damage.
Three core attributes exist at the heart of a Simplicity
THE MIND ATTRIBUTE
character: Body, Mind, and Spirit. These three attributes
are described below. Each attribute consists of a number, ATTRIBUTE MODIFIER LANGUAGES KNOWN
which determines a modifier that drives various aspects 8‐9 ‐1 0
of the game. A character’s modifier is equal to their (at‐ 10‐11 0 0
tribute – 10) ÷ 2. IMPORTANT: All numbers in Simplicity 12‐13 +1 0
are rounded down to the nearest whole number. 14‐15 +2 1
Every Simplicity character begins with each of their 16‐17 +3 1
st
three attributes at 10 points. At 1 level only, each char‐ 18‐19 +4 2
acter is given an additional 6 points to add to their 20‐21 +5 2
22‐23 +6 3
6
SIMPLICITY
SPIRIT SPEED
The Spirit attribute represents your character’s force of A character’s speed represents the number of feet he or
personality, perception, intuition, and common sense. It she can move during a round. Most characters have a
also determines how effective a character is with divine speed of 30 feet. However, when creating your character,
and nature magic. Your Spirit modifier is added to most of you may reduce or increase your speed by 5 feet. De‐
your damage rolls when using divine prayers, chants, and creasing your speed by 5 feet gives you an extra attribute
songs that deal damage. In addition, it is used for healing point to spend during character creation, increasing your
abilities. available point total from 6 to 7 (the maximum number of
points allowed for a single attribute still applies). Increas‐
THE SPIRIT ATTRIBUTE ing your speed by 5 feet reduces your available attribute
ATTRIBUTE MODIFIER points from 6 to 5 during the character creation process.
8‐9 ‐1
10‐11 0 DAMAGE REDUCTION
12‐13 +1 Armor, shields, and certain abilities give your character
14‐15 +2 the capability of reducing the amount of damage taken
16‐17 +3 from a successful attack. For example, Garthon the warri‐
18‐19 +4 or is wearing leather armor, which has a damage
20‐21 +5 reduction of 1. Garthon is hit by a troll for 9 points of
22‐23 +6 damage. His armor reduces the damage by 1. The remain‐
ing damage is applied to Garthon’s health total, reducing
HEALTH it by 8 points. If Garthon had been carrying a wooden
Your character’s health total is calculated anew at each shield, which has a damage reduction of 1, he would have
level and is equal to his or her Body attribute + (their level further reduced the damage to 7 points instead of 8.
X 5). Thus, a 5th level character with a Body attribute of 15 IMPORTANT: Your character may never have a damage
would have 40 health points: 15 + (5 X 5). reduction value greater than 6.
Your character’s health total represents how much
damage he or she can take over the course of a fight. CHARACTER PROGRESSION
When your character’s health reaches 0 or lower, he or LEVEL GAIN
she collapses and is dying. Each round your character lays 1 6 attribute points, 3 abilities
dying brings him or her closer to death. If you character 2 2 attribute points
does not receive help, after five rounds, death occurs. 3 1 ability
Death also occurs if an enemy specifically targets your 4 2 attribute points
dying character with an attack and successfully hits (coup 5 1 ability
de grâce). 6 2 attribute points
An ally may stabilize a dying character by assessing his 7 1 ability
or her wounds and making a Mind check. A character may 8 2 attribute points
attempt this check a number of times equal to 1 or to ½ of 9 1 ability
their Mind modifier. Stabilizing a dying character is the 10 2 attribute points
equivalent of an attack action. A stabilized character is no 11 1 ability
longer dying but cannot take any actions until healed by 12 2 attribute points
at least one point of natural or magical healing. 13 1 ability
Dying and stabilized characters have 0 health, even if 14 2 attribute points
the attack that brought them down would have reduced 15 1 ability
them to a negative health total. The exception to this is if 16 2 attribute points
a character takes damage from a single attack that is 17 1 ability
greater than his or her full heath total, in which case, the 18 2 attribute points
trauma of the attack causes death to occur instantly. 19 1 ability
20 2 attribute points
7
SIMPLICITY
CHARACTER CREATION values for each weapon into the available fields un‐
Creating a Simplicity character is an easy and straightfor‐ der Weapons. Don't forget to add your Body
ward experience designed to get you ready to play in a modifier to the damage value if it’s a melee weap‐
minimal amount of time. A Simplicity character sheet ex‐ on. For now, leave the to‐hit field blank. You will
ists in the back of this book, and you may make copies of determine each weapon’s to‐hit bonus after to se‐
it as desired or download an electronic copy from the lect your abilities.
SwordFin Games website (http://www.swordfin.com). 10. Purchase armor for your character, and copy the
For convenience, each step in the character creation name, DR, BCP, and weight values for each piece of
process is outlined below. armor into the available fields under Armor.
11. Add up all of the DR values for your character's ar‐
1. Pick a name for your character and write it in the mor and write the total in the DR box.
Character Name field. 12. Select abilities for your character and write their
2. Write your name in the Player Name field. names in the available fields under Abilities. 1st level
3. Write your character's age, height, weight, sex, eye characters get three abilities to start. If you select
color, and hair color in their respective fields. This any abilities (such as Weapon Devotee) that give
information exists purely for roleplaying purposes you a to‐hit bonus with a weapon, record the bonus
and to help you identify with your character. None in the to‐hit field under Weapons.
of the aforementioned characteristics has an impact 13. Select the languages your character can speak, and
on your character's attributes or write them under Languages. All
abilities. characters begin with the ability
4. Enter your Body, Mind, and Spirit to speak the Common tongue.
values in their respective boxes Your character may learn a num‐
and calculate your modifier and ber of additional languages equal
½ modifiers values (always re‐ to ½ of their Mind modifier. Your
member to round down when GM will be able to provide you
calculating numbers). Your at‐ with a list of allowed languages
tributes each begin at 10. At 1st for his or her campaign.
level, you get 6 attribute points 14. Add up any remaining coins your
to distribute, but no more than 3 character has after purchasing
points may be applied to any equipment, weapons, and armor
single attribute. See Character and write their quantities and
Attributes for additional infor‐ weights in the appropriate fields
mation. under Coins.
5. Enter your level in the Level box. 15. Total the weight of all your char‐
6. Calculate your health and write it acter's equipment, weapons,
in the Health box. Your health is armor, and coins, and write the
equal to your Body attribute + (your level x 5). total in the Total Weight Carried
7. Write the number of feet your character can move field.
in a round in the Speed box. Most characters can 16. If desired, draw a portrait or symbol for your char‐
move 30 feet in a round. See the Speed section for acter in the Character Portrait or Symbol box.
additional details.
8. Purchase equipment for your character from the If you are creating a character higher than 1st level, assign
Gear table, and write each item's name and weight your character additional attribute points and abilities per
in the available fields under Equipment. All charac‐ the Character Progression table on the previous page. In
ters begin with 50 gold pieces to their name. addition, give your character gold appropriate to his or
9. Purchase one or more weapons for your character, her level as indicated on the Character Wealth table un‐
and copy the name, damage, range, and weight der Treasure in the Game Master Rules.
8
SIMPLICITY
EQUIPMENT DR
Adventurers need weapons, armor, rations, torches, DR is the amount of damage the armor absorbs or reduc‐
ropes, and much more when to delving into unknown ter‐ es when your character is hit by an attack. See Damage
ritory. However, gear isn’t free. Therefore, each character Reduction in the Characters section for additional infor‐
begins his or her adventuring career with the clothes on mation.
their back and 50 pieces of gold.
BCP
COINS Armor can be heavy, bulky, and awkward to wear. Be‐
Beginning players purchase items with gold pieces. Below cause of this, performing tasks such as jumping, climbing,
is a listing of all the coins found in the Simplicity Fantasy and swimming is difficult while wearing it. Your armor
Roleplaying Game and their individual weights. While ad‐ may impose a penalty when making Body checks. This is
venturing, your character will likely find objects such as known as a Body Check Penalty or BCP. Your GM will be
weapons, armor, gems, potions, and scrolls. Your GM will able to tell you if your armor’s BCP applies to the task
be able to provide you with the value of these items. your character is attempting.
COINS WEIGHT
UNIT CP SP GP WT. This is the weight of the armor in pounds.
Copper piece (cp) 1 1/10 1/100 1/80 lb.
COST
Silver piece (sp) 10 1 1/10 1/80 lb.
This is the cost of the armor in gold pieces.
Gold piece (gp) 100 10 1 1/80 lb.
WEAPONS
ARMOR
Razor‐sharp swords, massive hammers, and taut bows all
As described in the Damage Reduction section, armor and
provide your character with the means to protect them‐
shields protect your character by reducing the amount of
selves and others. In spite of this, not all characters can
damage he or she takes from a successful attack.
use all weapons. Ability selection may dictate which
In spite of its protective qualities, your armor may not
weapons your character can use and how effective he or
reduce the damage caused by all attacks. Some special
she is with a particular weapon.
attacks, such as poisons, can bypass your armor. Your GM
will let you know if your armor’s DR is ineffective against a
DAMAGE
specific attack.
This is the base amount of damage the weapon does with
Donning a suit of light or medium armor takes 5
a successful attack. Your character’s attributes and choice
minutes. Putting on heavy armor takes 10 minutes.
of abilities may modify this amount.
ARMOR
RANGE
ARMOR DR BCP WEIGHT COST This is the preferred and maximum distance (in feet) for a
Light Armor ranged weapon. Attacks at greater than the preferred dis‐
Leather 1 ‐1 10 lb. 5 gp tance suffer a ‐4 penalty on their attack rolls. You cannot
Hide 1 ‐2 15 lb. 2 gp target a creature if it is beyond your weapon’s maximum
Medium Armor distance.
Breastplate 2 ‐3 25 lb. 75 gp
Chainmail 2 ‐4 35 lb. 50 gp WEIGHT
Heavy Armor This is the weight of the weapon in pounds
Plate mail 3 ‐5 40 lb. 150 gp
Shields COST
Wooden 1 ‐1 5 lb. 1 gp This is the cost of the weapon in gold pieces.
Steel 2 ‐2 10 lb. 5 gp
9
SIMPLICITY
WEAPONS Flask of oil: If a flame is near, a flask of oil may be lit and
WEAPON DAMAGE RANGE WT. COST then thrown as a weapon. Lighting a flask of oil is a move
Melee Weapons action. A burning flask of oil deals 1d12 damage on a hit.
Battleaxe 1d8 ‐ 6 lb. 10 gp
Club 1d6 ‐ 3 lb. 1 gp Holy water: This blessed water may be used as a thrown
Dagger 1d4 25/50 1 lb. 1 gp weapon against undead. When it strikes an undead crea‐
Fist 1d3 ‐ ‐ ‐ ture, it shatters, dealing 1d12 points of damage.
Flail 1d8 ‐ 5 lb. 10 gp
Hand axe 1d4 25/50 3 lb. 5 gp Lantern: A lantern provides clear light out to a distance of
Hand hammer 1d4 25/50 4 lb. 5 gp 50 feet and burns one flask of oil every 4 hours.
Hand pick 1d4 ‐ 2 lb. 5 gp
Mace 1d6 ‐ 5 lb. 5 gp Pick set: This set of picks, clamps, and wires grants an in‐
Morningstar 1d8 ‐ 6 lb. 7 gp dividual with the Scoundrel ability a +1 bonus to Mind
Pickaxe 1d8 ‐ 6 lb. 7 gp checks while attempting to open locks or disarm traps.
Spear 1d8 25/50 5 lb. 5 gp
Sword 1d8 ‐ 4 lb. 10 gp Torch: Wrapped in an oil‐soaked cloth, the common torch
Warhammer 1d8 ‐ 7 lb. 10 gp provides clear light out to a distance of 30 feet for 1 hour.
Two‐handed Melee Weapons
Greataxe 1d12 ‐ 12 lb. 25 gp GEAR
Greatpick 1d12 ‐ 12 lb. 25 gp ITEM WEIGHT COST
Greatspear 1d12 ‐ 8 lb. 15 gp Adventuring pack 30 lb. 10 gp
Greatsword 1d12 ‐ 8 lb. 25 gp Pack 2 lb. 1 gp
Halberd 1d12 ‐ 12 lb. 15 gp Bedroll 5 lb. 2 gp
Maul 1d12 ‐ 14 lb. 25 gp Flint ‐ 5 sp
Staff 1d6 ‐ 4 lb. 5 gp Pouch 1 lb. 1 gp
One‐handed Ranged Weapons Rations (5 days) 5 lb. 1 gp
Flask of oil** 1d12 25/50 1 lb. 1 gp Rope (50 ft.) 7 lb. 3 gp
Holy water** 1d12 25/50 1 lb. 1 gp Torches (5) 5 lb. 5 sp
Two‐handed Ranged Weapons Waterskin 5 lb. 1 gp
Bow 1d6 75/150 3 lb. 20 gp Arrows (20) 2 lb. 1 gp
Crossbow* 1d10 50/100 5 lb. 25 gp Bottle (empty) 1 lb. 1 cp
Candle ‐ 1 cp
* Reloading a crossbow is a move equivalent action. Chest 20 lb. 2 gp
**See the Gear section for additional information. Crossbow bolts (20) 2 lb. 1 gp
Crowbar 2 lb. 1 gp
GEAR Flask of oil 1 lb. 1 gp
While weapons and armor are an import part of your Grappling hook 4 lb. 1 gp
character’s inventory, items that are more mundane are Hand hammer 4 lb. 5 gp
just as necessary. After all, the sharpest sword isn’t much Holy water 1 lb. 1 cp
use in a pitch‐black cave. Most of the listed items are self‐ Lantern 2 lb. 7 gp
explanatory. The list below describes those that are not. Mirror (small) 1 lb. 5 gp
Paper, ink, and quill 1 lb. 1 gp
Candle: A candle provides clear light out to a distance of Pick set 1 lb. 20 gp
10 feet and burns for 4 hours. Pitons (10) 5 lb. 1 gp
Smoking pipe ‐ 1 sp
Crowbar: Crowbars provide a +1 bonus to Body checks for Tent 20 lb 10 gp
prying open doors and chests. Torch 1 lb. 1 sp
10
SIMPLICITY
TRANSPORTATION ABILITIES
While travel by foot is common, sometimes walking isn’t Abilities enhance and define your character in the game
the best option for your character. When speed or addi‐ world. They help determine if your character is a warrior,
tional carrying capacity is needed, other forms of priest, wizard, or a combination thereof. Each character
transportation may be acquired. Below are several com‐ begins his or her adventuring career at 1st level and with
mon transports along with their price and carrying three abilities. After 1st level, characters gain a new ability
capacity. at every odd level. Each ability contains a name, require‐
ments, and description, which are outlined below.
TRANSPORTATION Some abilities, such as Night Vision, enhance your char‐
TRANSPORT COST MAX LOAD acter with a permanent bonus, while others allow your
Cargo ship 5,000 gp 225,000 lb. character to perform a specific feat. Unless specifically
Common riding horse 25 gp 250 lb. noted, your character cannot take the same ability twice.
Draft horse and wagon 100 gp 1,500 lb. Abilities that grant your character an attack typically re‐
Mule 25 gp 350 lb. quire a character to use his or her attack action.
Rowing boat (6 person) 25 gp 750 lb. Providing it does not break any ability dependencies,
Warship 12,500 gp 350,000 lb. you may swap out a single existing ability for a different
one each time your character reaches a new level.
MISCELLANEOUS GOODS AND SERVICES
Between expeditions, your character will likely want to NAME
rest, eat, drink, and partake of activities associated with This is the name of the ability.
normal life. Below is a table containing miscellaneous ser‐
vices he or she might be able to purchase when staying in REQUIREMENTS
civilized areas. This is the criteria your character must meet before taking
the ability.
MISCELLANEOUS GOODS AND SERVICES
GOODS AND SERVICES COST DESCRIPTION
Ale, mug 2 cp The ability description contains all the relevant infor‐
Ale, jug* 1 sp mation on how the ability functions.
Food, common (per meal) 1 sp
Food, extravagant (per meal) 2 gp A CAPPELLA
Food, extravagant banquet (per person) 8 gp Requirements: Entertainer
Healing (per health point) 1 gp Description: You have mastered performing with your
Hot bath 5 sp voice alone. You can use your Entertainer abilities without
Lodging, common (per day) 1 gp an instrument and you do not need to make a Spirit check
Lodging, extravagant (per day) 5 gp to see if your voice falters.
Pipeweed, pipe bowl 3 cp
Pipeweed, pouch (20 pipe bowls) 5 sp ACCURATE NECROMANCY
Prostitute, common 1 gp Requirements: Necromancy
Prostitute, extravagant 5 gp Description: You receive a bonus on attack rolls equal
Spirits, cup 5 sp to 1 or ½ your Mind modifier when using your Necroman‐
Spirits, bottle* 3 gp cy ability.
Stabling (per day) 3 sp
Wine, cup 2 sp ADVANCED MENTAL ASSAULT
Wine, bottle* 1 gp Requirements: 5th level, Mental Assault
Description: You are practiced at mentally assaulting
* A full jug of ale weighs five pounds, and a full bottle of your enemies. The damage from your Mental Assault abil‐
spirits or wine weighs two pounds. ity increases to 2d8 + your Mind modifier.
11
SIMPLICITY
ANIMATE CORPSE may select fire, ice, acid, or lightning as your orb’s energy
rd
Requirements: 3 level, Necromancy type. Your target must be within 50 feet, you receive a +1
Description: With a quick spell, you make the dead rise bonus to your attack roll, and the attack deals 1d6 + your
to do your bidding. To use this spell you must have a Mind modifier in damage.
corpse. Recently deceased corpses are animated as zom‐
bies. Corpses over a month old are animated as skeletons. ARCANE SHIELD
The necromantic magic necessary Requirements: Mage
1 OR ½ YOUR MODIFIER
for this spell requires a strong link. Description: You create an invisible
Many of the abilities in this section reference 1 or ½
Therefore, you can only animate of a character’s attribute modifier. When determining barrier around you to help protect
corpses of your own race. For this which value to apply, a PC should always use the your body from physical attacks. You
higher number of the two. Thus, a character with a
reason, many necromancers carry Body modifier of 5 would have a ½ modifier rounded
gain damage reduction equal to 1 or
the skeletal remains of slain ene‐ down to 2 and should use it for the best benefit. ½ your Mind modifier. Once cast, the
mies or even loved ones. spell lasts for 24 hours.
You may only animate and control a single corpse at any
given time. To do so, you make a Mind check as an attack ARCANE STORM
action. If successful, one corpse within 50 feet rises under Requirements: Mage
your command. If you fail the Mind check, you may try Description: You create a storm of arcane energy,
again the next round. wreaking devastation on your enemies. You target a 15‐
As part of your attack action, you can control an ani‐ foot‐by‐15‐foot area within 50 feet and fill the space with
mated corpse, commanding it to move up to your speed a storm of fire, ice, acid, or lightning. Each creature within
and attack. If you do not actively control the corpse, it the area, even those not visible, must make a successful
does nothing except defend itself. Body check with a penalty equal to ½ your Mind modifier
An animated corpse may wield a ranged or melee or suffer 1d6 + your Mind modifier in damage.
weapon, but regardless of the weapon’s type, the corpse
gets no bonus to attack rolls and deals 2 X your Mind BATTLE CASTER
modifier in damage if its attack is successful. However, if Requirements: Mage
you attack an opponent that is engaged in melee combat Description: You’ve learned how to cast your spells in
with an animated corpse under your control, you receive close combat. You may use your mage abilities in a melee
a +1 bonus to attack rolls against the enemy. fight without provoking attacks from adjacent foes.
While an animated corpse is capable or wearing armor
and carrying a shield, its loss of agility prohibits it from BATTLE HEALER
gaining a benefit from either. In a situation where an at‐ Requirements: Curate
tribute check is required, an animated corpse receives no Description: In a flurry of action, you heal a comrade
bonus to the roll. and attack your enemy. You may use your attack action to
An animated corpse has health points equal to ½ of make an attack and heal a creature with your Heal
your own, but it is considered undead and cannot be Wounds, Heal Severe Wounds, or Heal Vital Wounds abili‐
healed by normal means. When an enemy damages an ties without provoking attacks from adjacent melee
animated corpse under your control, your link with the combatants. However, you only heal your ally for half the
creature is flooded with pain, and you take half of the normal amount of health, and if successful, your attack
damage amount. This damage is not subject to damage only deals half damage.
resistance. When an animated corpse reaches zero or
lower health points, it collapses to the ground and cannot BATTLE RAGE
be reanimated for 10 minutes. Requirements: None
Description: The heat of battle overcomes you, and you
ARCANE ORB fly into a brief rage. A number of times per skirmish equal
Requirements: Mage to 1 or ½ your Body modifier, you can maximize the dam‐
Description: You raise your hand and a 6‐inch orb of ar‐ age for a single melee attack. Doing so is a gratis action.
cane energy streaks from your palm, striking your foe. You
12
SIMPLICITY
ABILITIES
ABILITY REQUIREMENTS BENEFIT
Battle Rage ‐ Maximize damage for a single attack
Carry‐over Attack ‐ Make an extra attack when you kill an enemy
Commander ‐ Give your attack action to an ally
Curate ‐ Gain the ability to use curate prayers
Battle Healer Curate Heal an ally and attack and enemy
Divine Strike Curate Call down a column of divine light
Reverent Strike 5th level, Divine Strike Call down two columns of divine light
Devout Strike 9th level, Reverent Strike Deal additional damage with Divine Strike
Virtuous Strike 13th level, Devout Strike Call down three columns of divine light
Righteous Strike 17th level, Virtuous Strike Deal additional damage with Divine Strike
Heal Wounds Curate Heal an ally for 1d6 + (Spirit modifier X 3) health
Cleanse Disease Heal Wounds Heal a creature and cleanse it of disease.
Cleanse Poison Heal Wounds Heal a creature and cleanse it of poison
Fervent Healing Heal Wounds Maximize your Heal Wounds ability
Heal Severe Wounds 7th level, Heal Wounds Heal an ally for 2d6 + (Spirit modifier X 3) health
Heal Vital Wounds 15th level, Heal Severe Wounds Heal an ally for 3d6 + (Spirit modifier X 3) health
Healer’s Aid Heal Wounds Attack and then heal an adjacent ally
Practiced Healer 11th level, Heal Wounds Healing die increases from d6 to d8
Sear Undead Curate Burn undead with divine light
Vocal Prayer Curate Perform prayers using just your voice
Deadly Range 3rd level Reroll 1s on ranged damage within 25 feet
Entertainer ‐ Gain the ability to sing songs
A Cappella Entertainer Perform using just your voice
Tillian’s Bawdy Taunt A Cappella Taunt your enemy in melee combat
Expert Performer Entertainer Make songs harder for enemies to resist
On Victory’s Wings Entertainer Grant allies + 1 to attack rolls against a target
Rally of Edgewater Entertainer Heal allies with your song
Resounding Song 11th level, Entertainer Songs carry over a greater distance
Rort’s Rolling Rhythm Entertainer Grant allies DR
The Taking of Rolmard Hall Entertainer Grant allies additional damage on attacks
Traveling Minstrel Entertainer Perform songs in medium or heavy armor
Explorer ‐ Survive in the wild
Close the Gap Explorer Make a ranged attack and move
Disengage Explorer Move and make a ranged attack
Nature Companion Explorer Bond with a small woodland creature
Reposition Explorer Move when an enemy flees
Skirmish Mobility Explorer Move before and after your attacks
Hale and Hearty ‐ Gain additional health points per level
Leader ‐ +4 to initiative rolls
Long Distance Shot ‐ No penalty for long range attacks
Mage ‐ Gain ability to cast mage spells
Arcane Orb Mage Hurl an orb of arcane energy
Improved Arcane Orb 5th level, Arcane Orb Hurl two orbs of arcane energy
Enhanced Arcane Orb 9th level, Improved Arcane Orb Deal additional damage with Arcane Orb
Greater Arcane Orb 13th level, Enhanced Arcane Orb Hurl three orbs of arcane energy
Master Arcane Orb 17th level, Greater Arcane Orb Deal additional damage with Arcane Orb
13
SIMPLICITY
14
SIMPLICITY
15
SIMPLICITY
CLEANSE POISON DEFLECT ATTACKS
Requirements: Heal Wounds Requirements: 3rd level, Unarmed Attack
Description: You purify a creature with your healing Description: Your unique unarmed fighting style allows
touch. When you use your Heal Wounds, Heal Severe you to deflect the worst damage from attacks. You gain 2
Wounds, or Heal Vital Wounds abilities to heal a creature, damage reduction. You can only use this ability while
you also remove all traces of poison from it. wearing light armor or no armor. In addition, you cannot
use this ability while carrying a shield.
COMMANDER
Requirements: None DEADLY RANGE
Description: You bark an order at an ally, spurring them Requirements: 3rd level
to attack a foe, heal an ally, or perform another necessary Description: At close range, your attacks are deadly.
task. A number of times per skirmish equal to 1 + ½ your When rolling the damage for a ranged attack within 25
Spirit modifier, you may use your attack action to give an feet, you may reroll any die with a result of a natural 1.
ally within 50 feet an immediate attack action.
DEVOUT STRIKE
CLOSE THE GAP Requirements: 9th level, Reverent Strike
Requirements: Explorer Description: You call down two pillars of divine light to
Description: You fire an arrow, shoulder your bow, and smite your enemies. Each pillar must target a different
then rush forward to engage your enemy in melee com‐ enemy, and your targets must be within 75 feet. You re‐
bat. As a move action, you may make a single attack using ceive a +2 bonus to your attack rolls, and each attack
your ranged weapon, stow it, draw your melee weapon, deals 1d6 + your Spirit modifier in damage. If desired, you
and move up to your speed. You may use this ability a may combine the pillars into a column of divine power
number of times per skirmish equal to 1 or ½ your Spirit and target a single enemy, using one attack roll. When
modifier. used in this manner, Devout Strike deals 2d6 + (your Spirit
modifier x 2) in damage.
CRITICAL OPENING
Requirements: Weapon Devotee DISENGAGE
Description: Your prowess with a specific type of weap‐ Requirements: Explorer
on helps you find openings in an enemy’s defenses. When Description: You break from melee to attack your ene‐
attacking, you score a critical hit on a natural die roll of 19 my at a distance. As a move action, you may move up to
or 20. You can only use this ability on attacks with a your speed, sheath your melee weapon, draw your
weapon for which you have the Weapon Devotee ability. ranged weapon, and use it to make a single attack. You
may use this ability a number of times per skirmish equal
CURATE to 1 or ½ your Spirit modifier.
Requirements: None
Description: You have devoted part of your life to a reli‐ DIVINE STRIKE
gious cause or belief (your GM will be able to provide you Requirements: Curate
with a list of available causes or devotions). You may use Description: You call down a pillar of divine light to
your Spirit modifier to interpret religious symbols and smite your enemy. Your target must be within 50 feet.
writings beyond that of the common individual. You may You receive a +1 bonus to your attack roll, and the attack
also bless water to make holy water. deals 1d6 + your Spirit modifier in damage.
In addition, your profound faith grants you the capacity
to learn curate abilities, which are called prayers. Per‐ EMPOWERED MENTAL ASSAULT
forming a prayer requires hand movements that prohibit Requirements: 9th level, Advanced Mental Assault
the use of shields (but not two‐handed weapons) during Description: You are practiced at mentally assaulting
the process. your enemies. The damage from your Mental Assault abil‐
ity increases to 2d8 + (2 X your Mind modifier).
16
SIMPLICITY
ENHANCED ARCANE ORB ity with the Entertainer requirement. If you fail, your
th
Requirements: 9 level, Improved Arcane Orb voice falters, and your ability has no effect.
Description: You raise your hand and two 6‐inch orbs of You may use your instrument in battle, but doing so is
arcane energy streak from your palm, striking your foes. dangerous. If you attempt to use your instrument while
You may select fire, ice, acid, or lightning as each of your engaged in melee combat, all enemies within reach can
orb’s energy types. Your opponents must be within 75 make an attack against you as an immediate gratis action.
feet, and if desired, you may target a single enemy with If even one attack is successful, your performance is a
both orbs. You receive a +2 bonus to your attack rolls, and failure, and your ability has no effect.
each orb deals 1d6 + your Mind modifier in damage.
EXPERT PERFORMER
ENHANCED ARCANE STORM Requirements: Entertainer
th
Requirements: 9 level, Arcane Storm Description: Through countless hours of practice,
Description: You excel at casting Arcane Storm. Your you've honed your talent with your voice and instrument.
damage with the spell increases to 2d6 + your Mind modi‐ Enemies making Spirit checks against your songs suffer a
fier, and enemies making Body checks against the spell penalty to their rolls equal to your Spirit modifier.
suffer a penalty to their rolls equal to your Mind modifier.
EXPLORER
ENHANCED NECROMANCY Requirements: None
Requirements: 17th level, Improved Necromancy Description: You are at home in nature. You may use
Description: When you use your Necromancy ability to your Spirit modifier to follow tracks, locate game, and find
drain life from a creature, you deal 3d6 + your Mind modi‐ shelter. In addition, when in natural surroundings, you
fier in damage, and you gain the damage amount in may use your Spirit modifier to blend in with your envi‐
health. If you use this ability without draining life, you in‐ ronment, providing there is sufficient cover (your GM will
stead deal 3d10 + (3 X your Mind modifier) in damage. be able to tell you if sufficient natural cover exists or if
attempting to hide is even possible). When making a
ENTERTAINER ranged attack from hiding, you may add your Spirit modi‐
Requirements: None fier to the total damage dealt. Upon attacking, you lose
Description: You are gifted in the ways of song, poetry, concealment. You can only use this ability while wearing
and music. Even though your gift is not magical in nature, light armor or no armor. In addition, you cannot use this
your voice and instrument allow you to perform near‐ ability while carrying a shield.
magical feats. You are especially good at flattery and me‐
diation and receive a +2 bonus when making Spirit checks EXTREME MENTAL ASSAULT
for these purposes. Requirements: 17th level, Superior Mental Assault
This ability also allows you to perform songs, which are Description: You are practiced at mentally assaulting
similar to non‐magical spells and prayers, but you can on‐ your enemies. The damage from your Mental Assault abil‐
ly do so while wearing light or no armor, and you cannot ity increases to 3d8 + (3 X your Mind modifier).
use a shield while performing. When you perform a song,
your enemies suffer a penalty to their Spirit checks equal FEINT
to 1 or ½ your Spirit modifier against its effects. Requirements: Scoundrel
You may choose either the drum, flute, harp, horn, or Description: With a series of misleading attacks, you
lute as your instrument. Your familiarity with this instru‐ distract your enemy and slip your weapon deftly through
ment lends you benefit in battle, and you can retrieve or its defenses. You receive a bonus equal to 1 or ½ of your
stow it as a gratis action. You may perform songs or recit‐ Mind modifier when making melee attacks against a sin‐
als without your instrument by using just the raw power gle adjacent enemy of your choice. This bonus lasts until
of your voice, but doing so is difficult, and you must make the end of your turn. You may use this ability a number of
a successful Spirit check before attempting to use an abil‐ times per skirmish equal to 1 or ½ your Mind modifier,
and doing so is a gratis action.
17
SIMPLICITY
FERVENT HEALING HALE AND HEARTY
Requirements: Heal wounds Requirements: None
Description: You pour you heart and soul into your Description: You are physically fit and full of vigor.
healing prayer, mending a wound with amazing results. When calculating your health points, you multiply your
When you heal a creature using your Heal Wounds, Heal level X 6, instead of your level X 5.
Severe Wounds, or Heal Vital Wounds ability, the prayer
automatically heals for the maximum amount. You may HAYMAKER
use this ability a number of times per skirmish equal to 1 Requirements: 3rd level, Weapon Devotee [Unarmed]
or ½ your Spirit modifier, and doing so is a gratis action. Description: You’ve learned how to throw a punch with
all your might. When you land a critical hit with your fist,
GRASPING VINES roll a d20. If the result is 15 or greater, you incapacitate
Requirements: Wilder your target.
Description: On your command, thorn‐covered vines
grow from the ground, wrapping themselves around an HEAL SEVERE WOUNDS
enemy within 50 feet. A creature can make a successful Requirements: 7th level, Heal Wounds
Body check to avoid the vines. If the vines fail to grasp Description: You touch a creature and heal it for 2d6 +
their target, they instantly wither and die. (3 X your Spirit modifier) in health points. If you touch an
Entangled creatures are considered held and suffer 1d6 undead creature using this ability, you damage it for 2d6 +
+ your Spirit modifier in damage when initially grabbed. A (3 X your Spirit modifier). Using this ability is the equiva‐
creature may destroy a vine by ripping free of it with a lent of an attack action.
successful Body check, but doing so is a painful process
that causes your Spirit modifier in damage to the target. HEAL VITAL WOUNDS
On your turn, you may create a number of Grasping Requirements: 15th level, Heal Severe Wounds
Vines equal to 1 or ½ your Spirit modifier, but each must Description: You touch a creature and heal it for 3d6 +
target a different creature. If on a subsequent turn, you (3 X your Spirit modifier) in health points. If you touch an
create an additional vine beyond your limit, an existing undead creature using this ability, you damage it for 3d6 +
vine of you choosing withers and dies. (3 X your Spirit modifier). Using this ability is the equiva‐
Using the Grasping Vines chant is an attack action. lent of an attack action.
GREATER ARCANE ORB HEAL WOUNDS
Requirements: 13th level, Enhanced Arcane Orb Requirements: Curate
Description: You raise your hand and three 6‐inch orbs Description: You touch a creature and heal it for 1d6 +
of arcane energy streak from your palm, striking your (3 X your Spirit modifier) in health points. If you touch an
foes. You may select fire, ice, acid, or lightning as each of undead creature using this ability, you damage it for 1d6 +
your orb’s energy types. You receive a +2 bonus to each (3 X your Spirit modifier). Using this ability is the equiva‐
attack roll. The first and second orbs each deal 1d6 + your lent of an attack action.
Mind modifier in damage. The third orb only deals 1d6
damage. Your opponents must be within 75 feet, and if HEALER’S AID
desired, you may target a single enemy with all orbs. Requirements: Heal wounds
Description: You strike an enemy with wild abandon,
GREATER WILDER CHANT hoping to disrupt the combat long enough to heal an
Requirements: 3rd level, Wilder injured ally. A number of times per skirmish equal to 1 or
Description: As you familiarize yourself with the forces ½ your Spirit modifier, you can attack an enemy that is
of nature, your chants grow in power. When assaulted by adjacent to an ally. If your attack is successful, you may
your Wilder abilities, enemies suffer a penalty to their heal your ally as a gratis action using your Heal Wounds,
attribute checks equal to your Spirit modifier to avoid the Heal Severe Wounds, or Heal Vital Wounds ability, provid‐
ill effects. ing your ally is adjacent to you.
18
SIMPLICITY
HOBBLING SLASH INTENSIFY MENTAL ASSAULT
rd
Requirements: 3 level, Weapon Devotee [Axe] Requirements: Mental Assault
Description: Your mighty slash cleaves muscle and ten‐ Description: You gain a bonus to attack rolls equal to 1
don, leaving your enemy with a pronounced limp. When or ½ your Mind modifier when using your Mental Assault
attacking with a weapon in the axe category, you hobble ability.
your target on a natural die roll of 18‐20.
INTENSIFY MIND CONTROL
IMPROVED ARCANE ORB Requirements: 15th level, Mind Control
th
Requirements: 5 level, Arcane Orb Description: Opponents suffer a penalty to their Spirit
Description: You raise your hand and two 6‐inch orbs of checks equal to your Mind modifier against your Mind
arcane energy streak from your palm, striking your foes. Control ability.
You may select fire, ice, acid, or lightning as each of your
orb’s energy types. You receive a +1 bonus to each attack INTENSIFY MIND SCRAMBLE
roll. The first orb deals 1d6 + your Mind modifier in dam‐ Requirements: Mind Scramble
age. The second orb only deals 1d6 damage. Your Description: Opponents suffer a penalty to their Spirit
opponents must be within 50 feet, and if desired, you checks equal to your Mind modifier against your Mind
may target a single enemy with both orbs. Scramble ability. In addition, damage from your Mind
Scramble ability increases to 2d6 + your Mind modifier in
IMPROVED NECROMANCY damage.
Requirements: 9th level, Necromancy
Description: When you use your Necromancy ability to INTUITIVE SHOT
drain life from a creature, you deal 2d6 + your Mind modi‐ Requirements: Weapon Devotee [Bow]
fier in damage, and you gain the damage amount in Description: When firing at an opponent, you instinc‐
health. If you use this ability without draining life, you in‐ tively know the deadliest spots to target. You may add
stead deal 2d10 + (2 X your Mind modifier) in damage. your Spirit modifier to your damage rolls when making
attacks with a bow or crossbow.
INSECT SWARM
Requirements: 7th level, Wilder KICK
Description: You call forth a swarm of insects to sur‐ Requirements: 7th level, Unarmed Attack, Two‐weapon
round your enemy. While the insects deal damage to your attack
foe, they also cause a significant distraction. To summon Description: Your feet have become deadly weapons. If
the swarm, you make a Spirit check. If successful, you may desired, you may use this ability to make a kick attack in
direct the insects to an enemy within 50 feet. At the end place of your normal off‐hand attack. When doing so, the
of your turn, the insects bite your enemy as a gratis ac‐ attack deals 1d6 + your Body modifier in damage. You can
tion, dealing 1 + (1 or ½ your Spirit modifier) in damage. If only use this ability while wearing light armor or no ar‐
your target moves, the insects follow it. In addition, your mor, and you cannot use this ability with a shield.
enemy must make a Spirit check at the start of its turn. If
your target fails the check, it suffers a ‐2 penalty to all its LEADER
attack rolls that turn. A creature may disperse a swarm by Requirements: None
attacking it directly. If the attack hits, the swarm vanishes. Description: When it’s time to fight, your allies look to
Summoning one or more insect swarms is an attack ac‐ you for leadership. You gain a +4 bonus when making ini‐
tion. Dispersing a swarm is a gratis action. At any given tiative rolls. For every other party member with the
time, you may sustain a number of swarms equal to 1 or Leader ability, you gain an additional +2 bonus. If your
½ your Spirit modifier, but only a single swarm may as‐ initiative roll results in a tie, you always win. Finally, if you
sault a creature. If you create an additional swarm beyond roll a natural 20 on your initiative roll, everyone in your
your limit, an existing swarm of your choice disperses. party, including you, may take a move or attack action
before normal combat begins.
19
SIMPLICITY
LONG DISTANCE SHOT your orb’s energy types. Your opponents must be within
Requirements: None 100 feet, and if desired, you may target a single enemy
Description: You are an excellent judge of distances and with all orbs. You receive a +3 bonus to your attack rolls,
excel at compensating for range when making attacks. and each orb does 1d6 + your Mind modifier in damage.
You do not suffer the ‐4 penalty for ranged attacks be‐
yond their preferred distance. MATCHED TWO‐WEAPON ATTACK
Requirements: 7th level, Two‐weapon Attack
LOW BLOW Description: You may wield the same type of one‐
Requirements: Scoundrel handed weapon in your off‐hand as in your main hand.
Description: You follow up your attack with a knee to
your enemy's vital area, leaving it unable to move. The MENACING REACH
target you just made a melee attack against cannot move Requirements: 3rd level, Weapon Devotee [Polearm]
until it makes a successful Body check. Your target makes Description: As your opponent turns to flee, you lunge
this check at the end of its turn. forward with an attack. When wielding a weapon in the
You may use this ability a number of times per skirmish polearm category, you threaten the entire area adjacent
equal to 1 or ½ your Mind modifier, and doing so is a gra‐ to yourself. If an enemy attempts to move away from you,
tis action. you may make a single immediate attack against them as
a gratis action.
MAGE
Requirements: None MELEE SHOT
Description: You have devoted part of your life to the Requirements: Weapon Devotee [Bow]
study of the arcane arts. You may use your Mind modifier Description: You’ve learned to shoot defensively. You
to interpret arcane symbols and writings. In addition, you may fire your bow or crossbow in melee combat without
may learn mage abilities, which are called spells. Casting a provoking attacks from adjacent enemies.
mage spell requires intricate movements and gestures
that prohibit the use of armor, shields, and all two‐ MENTAL ASSAULT
handed weapons (except a staff) during casting. Requirements: Mindslayer
As part of your mage studies, you have gained the abil‐ Description: You lash out at your opponent’s mind,
ity to conjure a fist‐sized floating orb of light, which causing them physical pain. You select a creature within
provides clear illumination out to 50 feet. Once cast, the 50 feet as your target and attack it using the raw power of
orb of light lasts for 24 hours or until you dismiss it. Con‐ your mind. If your attack is successful, the target takes
juring one or more orbs of light is an attack action. 1d8 + your Mind modifier in damage.
Dismissing an orb of light is a gratis action.
As a move action, you may command your orbs to move MENTAL ARMOR
in any direction within 50 feet. You may also tether an orb Requirements: Mindslayer
to yourself or another creature. The tether is invisible and Description: You use your mind to alter the resilience of
causes the orb to move along with the creature. your skin, giving it a tough and rubbery texture that re‐
At any given time, you may sustain a number of orbs sists injury. You gain damage reduction equal to 1 or ½
equal to 1 or your Mind modifier. If you create an addi‐ your Mind modifier. Once used, this power lasts for 24
tional orb, one of your previous orbs disappears. hours. Using Mental Armor is the equivalent of an attack
However, you may choose which orb disappears. action.
MASTER ARCANE ORB MENTAL REGENERATION
Requirements: 17th level, Greater Arcane Orb Requirements: Mindslayer
Description: You raise your hand and three 6‐inch orbs Description: You use your mental power to accelerate
of arcane energy streak from your palm, striking your your body’s natural healing. At the beginning of your turn,
foes. You may select fire, ice, acid, or lightning as each of you regain a number of health points equal to 1 or ½ your
20
SIMPLICITY
Mind modifier. This power ceases to function if you are telepathically. At any given time, you may maintain a
sleeping, incapacitated, or dying. Once used, this power number of links equal to 1 or your Mind modifier. Once
lasts for 24 hours. Using Mental Regeneration is the established, a link lasts for 24 hours or until you or the
equivalent of an attack action. affected creature dismisses it as a gratis action. Establish‐
ing a mental link is an attack equivalent action.
MIND CONTROL In addition, you may learn mental abilities, which are
Requirements: 11th level, Mindslayer called powers. Your powers do not attack a creature’s
Description: You penetrate your enemy’s mind and take physical body and are not subject to damage reduction.
control, commanding it like a puppet. Three times per Maintaining your flows of mental energy is difficult and
skirmish, you may use an attack action to select a creature requires a delicate balance between your body and mind.
within 50 feet and attempt to seize control of its mind. Because of this, you cannot use your mental powers while
Your target must make a successful Spirit check with a wearing armor or while carrying a shield. Unless other‐
penalty equal to ½ your Mind modifier or lose control of wise specified, using a mental power is an attack action.
its actions. If you are successful at dominating your target, Due to the focus required, using a mental power in me‐
you may determine the actions it takes on its next turn. lee combat is dangerous. If you attempt to use a mental
You may direct your target to move and attack an ene‐ power while in melee combat, all enemies within reach
my, but it does so with its least damaging attack. If your may make an attack against you as an immediate gratis
target attacks in melee combat, it uses its least damaging action. If even one attack hits, your mental power fails.
melee attack. If it attacks from a distance, it uses its least
damaging ranged attack. NATURE COMPANION
If you attempt to command your target to perform an Requirements: Explorer or Wilder
action that will result in injury to itself, it may make an Description: You have bonded with a small woodland
immediate Spirit check with a +4 bonus. If the check is creature. Your kinship with this animal has created an
successful, your link with the target’s mind fails, and you empathetic connection between you and it. Your nature
lose control of the creature. companion is fragile and takes no part in combat, but you
gain combat‐related benefits because of the bond. You
MIND SCRAMBLE may choose a nature companion from the table below.
Requirements: Mindslayer
Description: You slip into your enemy’s mind, causing COMPANIONS
pain and momentary confusion. You select a creature ANIMAL BENEFIT
within 50 feet as your target and attack it with your mind. Hawk +1 to hit rolls with ranged attacks
If your attack is successful, your target suffers 1d6 + your Rabbit +5 feet to speed
Mind modifier in damage and must make a successful Snake +1 damage with melee attacks
Spirit check at a penalty equal to ½ your Mind modifier or Squirrel +5 health points
become confused on its next turn. A confused creature Weasel 2 damage reduction
may perform either a move action or attack action on its
next turn, but not both. In addition, a confused creature NATURE’S SHIELD
cannot take any gratis actions on its next turn. Requirements: 3rd level, Wilder
Description: Your skin hardens, taking on a wooden tex‐
MINDSLAYER ture that protects your physical body. You gain 1 damage
Requirements: None reduction. Once used, this chant lasts for 24 hours.
Description: You have learned to harness the power of
your mind and are capable of performing amazing and NATURE’S WEAPON
deadly feats with your mental prowess. As part of your Requirements: Wilder
gift, you can use the power of your mind to from a mental Description: You have taken a personal vow to use only
connection with a willing creature within 50 feet. This natural melee weapons. You can only wield a club, a staff,
connection enables you and the creature to communicate or your fist. However, you may add your Spirit modifier,
21
SIMPLICITY
instead of your Body modifier, to the total damage dealt off‐hand weapon for attack or defense. If you choose to
when attacking with each weapon. In addition, a number fight with your off‐hand weapon, resolve your attacks as
of times per skirmish equal to 1 or ½ your Spirit modifier, normal. If you choose to defend with your off‐hand
you may make a single extra attack as a gratis action, weapon, you may not make attacks with it, but you gain 1
providing you are attacking with one of the aforemen‐ DR until the start of your next turn. Using this ability is a
tioned weapons. gratis action.
NECROMANCY ON VICTORY’S WINGS
Requirements: Mage Requirements: Entertainer
Description: You have specialized in the study of arcane Description: You send an arrow streaking toward your
death magic. Your intimate knowledge of the physical enemy then quickly stow your weapon and grab your in‐
body grants you insight into life as well as death. When strument, launching into a riveting ballad of victory. You
dying, you may make a Mind check each round. If you make a ranged attack against an enemy. Regardless of
succeed, the round does not count toward the five total whether you hit or miss, all allies gain a +1 bonus to at‐
rounds you can survive before perishing. tack rolls against your target on their next turn.
In addition, you gain the ability to drain life from a living
creature with your touch. When you make a successful PARRY
attack roll and touch a living creature, you deal 1d6 + your Requirements: Weapon Devotee
Mind modifier in damage, and you immediately gain the Description: Using your weapon, you deflect your ene‐
damage amount in health. You may never gain more my’s attack. Once per skirmish, you may deflect a single
health than your maximum. melee attack with your weapon, negating the damage
You may also use your Necromancy ability to deal dam‐ dealt. You may do so after your GM gives you the damage
age without draining life. When you do, you deal 1d10 total, but you cannot parry a critical hit. You may only per‐
+your Mind modifier in damage. The damage caused by form this feat while wielding a melee weapon for which
this ability is not subject to damage reduction. you have the Weapon Devotee ability.
NIGHT VISION PHYSICAL LINK
Requirements: None Requirements: Mindslayer
Description: Lack of light is not a problem for you. You Description: You briefly grasp your enemy, channeling
can see in total darkness as if you were carrying a lit your mental power through your physical touch. Doing so
torch. allows you to use your mental powers in a melee fight
without provoking attacks from adjacent enemies.
NIMBLE AVOIDANCE
Requirements: Scoundrel PIERCING BLOW
Description: When targeted by an area spell or attack, Requirements: 3rd level, Weapon Devotee [Pick]
you gain a bonus to your damage reduction equal to your Description: Your pick bites deep, causing severe dam‐
Mind modifier. When using this ability, you may achieve a age. When you score a critical hit against a creature, and
damage reduction value greater than the normal limit of you are wielding a weapon in the pick category, you deal
6. You can only use this ability while wearing light armor your normal critical damage for the attack. In addition,
or no armor. In addition, you cannot use this ability while you roll damage for your weapon and add it to the total.
carrying a shield.
PINNING SHOT
OFF‐HAND WEAPON DEFENSE Requirements: 3rd level, Weapon Devotee [Bow]
th
Requirements: 11 level, Two‐weapon attack Description: Your shot strikes its target, pinning it to the
Description: You’ve learned how to partially deflect an ground. When attacking with a weapon in the bow cate‐
enemy’s attack using the weapon in your off hand. At the gory, your target is held in place on a natural die roll of
beginning of your turn, you decide if you want to use your 18‐20.
22
SIMPLICITY
PRACTICED HEALER enemy moves away from you, you may immediately move
th
Requirements: 11 level, Heal Wounds up to your speed as a gratis action.
Description: You have dedicated time to learning more
about the art of healing. When using the Heal Wounds, RESOUNDING SONG
Heal Severe Wounds, or Heal Vital Wounds abilities, you Requirements: 11th level, Entertainer
roll d8s instead of d6s to heal a creature. Description: You know how to make your voice carry.
Your Entertainer songs are effective out to a distance of
QUICK SHOT 40 feet.
Requirements: Weapon Devotee [Bow]
Description: You have an instinctual knack for drawing REVERENT STRIKE
and firing a bow. A number of times per skirmish equal to Requirements: 5th level, Divine Strike
1 or ½ your Spirit modifier, you may make a single addi‐ Description: You call down two pillars of divine light to
tional attack when using a bow. You may only use this smite your enemies. Each pillar must target a different
ability once a turn, and doing so is a gratis action. enemy, and your targets must be within 50 feet. You re‐
ceive a +1 bonus to your attack rolls. The first pillar deals
RALLY OF EDGEWATER 1d6 + your Spirit modifier in damage. The second pillar
Requirements: Entertainer deals 1d6 damage. If desired, you may combine the pillars
Description: With rousing words and music, you try to into a column of divine power and target a single enemy
inspire your allies, hoping to help them renew their vigor using one attack roll. When used in this manner, Reverent
and shake off their injuries. Once per skirmish, you may Strike deals 2d6 + your Spirit modifier in damage.
make a Spirit check for yourself and each ally within 25
feet. If your check is successful, your target regains 1d6 + RIGHTEOUS STRIKE
(3 X your Spirit modifier) in health. Dying and incapacitat‐ Requirements: 17th level, Virtuous Strike
ed characters do not benefit from this ability. Description: You call down three pillars of divine light to
smite your enemies. Each pillar must target a different
RAZOR STONES enemy, and your targets must be within 100 feet. You
Requirements: Wilder receive a +3 bonus to your attack rolls, and each attack
Description: Your raise your hand and razor‐sharp deals 1d6 + your Spirit modifier in damage. If desired, you
stones spring from the ground, slicing an enemy within 50 may combine the pillars into a column of divine power
feet. The stones last only seconds before crumbling to and target a single enemy using one attack roll. When
dust. A creature may make a successful Body check to used in this manner, Righteous Strike deals 3d6 + (your
avoid the stones. However, a natural die roll of 1‐4 is an Spirit modifier X 3) in damage.
automatic failure, and the creature is hobbled. The stones
deal 1d6 + (2 X your Spirit modifier) in damage. RORT’S ROLLING RHYTHM
Requirements: Entertainer
RECEPTIVE HEALING Description: You match the cadence of your song to
Requirements: None your allies’ movements, bolstering their ability to weave
Description: Whether by natural or magical means, and dodge out of the way of deadly attacks. Until your
your body heals more easily. You gain 2 X your level in next turn, you and all allies within 25 feet gain a bonus to
health points when you rest for at least 6 hours. In addi‐ your DR equal to 1 or ½ of your Spirit modifier.
tion, when healed by non‐necromantic magic, you gain an
extra 1d6 health points. SCOUNDREL
Requirements: None
REPOSITION Description: You’ve been trained in the art of thievery
Requirements: Explorer and fighting dirty. You may use your Mind modifier to pick
Description: Your enemy flees, granting you the oppor‐ locks as well as locate and disable traps. You are smart,
tunity to reposition yourself in the fight. After an adjacent nimble, and excel at exploiting the weaknesses of ene‐
23
SIMPLICITY
mies. When you attack an enemy in melee combat that is gain 1 point of damage reduction against melee attacks
adjacent to an ally and you are wielding a single, one‐ when adjacent to you.
handed weapon and no shield, you may add 1 or ½ your
Mind modifier to the total damage dealt by each of your SKIRMISH MOBILITY
attacks. Also, when wielding a single, one‐handed weapon Requirements: Explorer
and no shield, you gain 1 DR. Finally, you may use your Description: Your dash from enemy to enemy, making
Mind or Body modifier to attempt to move through an attacks as you go. When in combat, your speed increases
enemy’s space, but if you fail, the enemy can make an by 5 feet. In addition, you may use your move action to
immediate attack against you, and your movement ends. move before and after any of your attacks, but your total
movement cannot exceed your speed.
SEAR UNDEAD
Requirements: Curate SPREAD OF DECAY
Description: Upon uttering a small prayer, radiant light Requirements: Necromancy
emanates from you, causing undead creatures to burn in Description: Your opponent grins as its weapon hits
pain. You may make a Spirit check for each visible undead you, damaging your flesh. It then recoils in horror as a
creature within 25 feet. If your check is successful, you deathly decay spreads from its weapon to its body. When
deal 1d8 + your Spirit modifier in damage to the target. an opponent hits you with a melee attack, it suffers nec‐
romantic damage equal to your Mind modifier. This
SHAPE ARCANE STORM damage is not subject to damage reduction. Once used,
Requirements: Enhanced Arcane Storm this spell lasts for 24 hours.
Description: You have mastered casting the Arcane
Storm spell. You may target an area up to 25‐foot‐by‐25‐ SPIRIT TREE
foot when using the Arcane Storm ability. In addition, you Requirements: Wilder
may exclude a number of creatures equal to ½ your Mind Description: You channel the life force of the earth
modifier from the attack area. through a spirit tree, aiding your allies in their greatest
time of need. When you perform this chant, a small tree
SHIELD ADEPT grows from the ground within 50 feet. You or an ally may
Requirements: 11th level use an attack action to touch the tree and regain 1d6 + (3
Description: Your shield acts a natural extension of your X your Spirit modifier) in health points.
arm, leaving fewer openings for your enemy. When using As an alternative, an ally may touch the tree as a move
a shield, you gain an extra point of damage reduction. action, giving you the option of channeling your own life
force through the tree. When used in this manner, your
SHIELD BASH ally gains 1d6 + (3 X your Spirit modifier) in health, but
Requirements: 3rd level you immediately suffer the same amount in damage.
Description: You surprise your enemy by smashing your You can only create a single tree at any given time, and
shield into it. A number of times per skirmish equal to 1 or doing so is a gratis action. The tree lasts until you are in‐
½ your Body modifier, you may make a single melee at‐ capacitated, dying, or until you move more than 100 feet
tack with your shield against an enemy you just attacked from it, at which time it withers and dies.
with your weapon. This attack is a gratis action, and if you
hit, you deal 1d6 + your Body modifier in damage and STAGGERING STRIKE
knock your opponent to the ground. Requirements: 3rd level, Weapon Devotee [Flail]
Description: Your spinning flail catches your enemy un‐
SHIELD WALL aware, landing a stunning blow. When you score a critical
Requirements: Shield Adept hit against a creature using your flail, you leave your tar‐
Description: You deftly move your shield to the side, get temporarily stunned and unable to take any actions
helping to lessen a blow against a nearby comrade. Allies on its next turn.
24
SIMPLICITY
STEALTH TRAVELING MINSTREL
Requirements: Scoundrel Requirements: Entertainer
Description: You know how to stay in the shadows and Description: Your nomadic nature has accustomed you
avoid being seen or heard. As a gratis action, you may to performing while wearing even the heaviest of protec‐
make a Mind check to blend in with your surroundings, tive garments. You may use your Entertainer abilities
providing there is enough cover (your GM will be able to while wearing light, medium, or heavy armor.
tell you if sufficient cover exists or if attempting to hide is
even feasible). When making a ranged attack from the TRIPPING SWEEP
shadows, you may add your Mind modifier to the total Requirements: 3rd level, Weapon Devotee [Staff]
damage dealt, but upon attacking, you lose concealment. Description: You sweep your staff under your enemy,
You can only use this ability while wearing light or no ar‐ knocking it to the ground. When attacking with a staff,
mor, and you cannot use this ability while carrying a you knock down your target on a natural die roll of 18‐20.
shield.
TWO‐HANDED WEAPON DEFENSE
SUPERIOR MENTAL ASSAULT Requirements: Weapon Devotee
Requirements: 13th level, Empowered Mental Assault Description: You’ve learned how to use your massive
Description: You are practiced at mentally assaulting weapon to turn aside the worst of a blow. When wielding
your enemies. The damage from your Mental Assault abil‐ a two‐handed melee weapon for which you have the
ity increases to 3d8 + (2 X your Mind modifier). Weapon Devotee ability, you gain 1 DR.
TEMPEST TWO‐WEAPON ATTACK
Requirements: Weapon Devotee Requirements: None
Description: You are a whirling tempest of attacks. A Description: You have trained at fighting with two
number of times per skirmish equal to 1 or ½ your Body weapons. You may wield a one‐handed melee weapon in
modifier, you may use your attack action to make a single your main hand, and a dagger, hand axe, hand hammer,
melee attack against each enemy within reach. You can or hand pick in your off hand. You may also use your fist
only make this attack with a weapon for which you have as an off‐hand weapon. In addition, you may wield a staff,
the Weapon Devotee ability. using one end as your main weapon and the other as your
off‐hand weapon.
THE TAKING OF ROLMARD HALL When attacking, you make separate attack rolls for each
Requirements: Entertainer weapon. If you hit with the weapon in your off hand, you
Description: Your driving words lend power to your al‐ add the damage from the weapon’s die roll—but not your
lies’ attacks. On their next turn, all allies within 25 feet Body modifier—to the total damage dealt.
gain a bonus to damage rolls for each attack equal to 1 or If desired, you may target a different opponent with
½ your Spirit modifier. your off‐hand attack, provided that opponent is in reach.
The extra attacks from the Weapon Adept and Weapon
TILLIAN’S BAWDY TAUNT Veteran abilities do not apply to off‐hand attacks.
Requirements: A Cappella
Description: As you fight, you sing a bawdy tavern song, UNARMED ASSAULT
making your enemy the focus of its lewdness. When you Requirements: Unarmed Attack
make one or more melee attacks against an enemy while Description: Your expertise in unarmed fighting has
singing this song, your target must make a successful Spir‐ taken on an intuitive quality. Your hands and feet work in
it check or be unable to attack anyone but you on its next perfect succession and with amazing efficiency. A number
turn. In addition, on a failed Spirit check, any attack it of times per skirmish equal to 1 or ½ your Spirit modifier,
makes against you on its next turn suffers a ‐1 penalty to you may make an extra single unarmed attack as a gratis
the attack roll. action on your turn.
25
SIMPLICITY
UNARMED ATTACK dedication grants you a +1 bonus to hit when attacking
Requirements: None with this type of weapon. You may take this ability multi‐
Description: You move with grace and are skilled at ple times, but each time you must apply it to a different
fighting with just your hands. When fighting without weapon type.
wielding a weapon in either hand, the damage dealt by
your fist increases from d3 to d6. You can only use this WEAPON CATEGORIES
ability while wearing light armor or no armor, and you WEAPON TYPE WEAPONS INCLUDED
cannot use a shield. Axe hand axe, battleaxe, greataxe
Blade sword, greatsword, dagger
UNCANNY INTUITION Bow bow, crossbow
Requirements: 3rd level, Scoundrel Club club, mace, morningstar
Description: You have an uncanny ability for avoiding Hammer hand hammer, warhammer, maul
the worst of an attack. You gain 2 damage reduction. You Flail flail
can only use this ability while wearing light armor or no Pick hand pick, pickaxe, greatpick
armor. In addition, you cannot use this ability while carry‐ Polearm spear, greatspear, halberd
ing a shield. Staff staff
Unarmed fist, foot
VIRTUOUS STRIKE
Requirements: 13th level, Devout Strike WEAPON EXPERT
Description: You call down three pillars of divine light to Requirements: 9th level, Weapon Adept
smite your enemies. Each pillar must target a different Description: Your continued training with a specific type
enemy, and your targets must be within 75 feet. You re‐ of weapon grants you an additional +1 bonus to hit when
ceive a +2 bonus to your attack rolls. The first two pillars attacking with your chosen weapon type. In addition, you
deal 1d6 + your Spirit modifier in damage. The third pillar may add your attribute modifier to the damage dealt with
deals 1d6 damage. If desired, you may combine the pillars your second attack. You may take this ability multiple
into a column of divine power and target a single enemy times, but each time you must apply it to a different
using one attack roll. When used in this manner, Virtuous weapon type.
Strike deals 3d6 + (your Spirit modifier X 2) in damage.
WEAPON MASTER
VOCAL PRAYER Requirements: 17th level, Weapon Veteran
Requirements: Curate Description: Your continued training with a specific type
Description: With time and practice, you’ve learned of weapon grants you an additional +1 bonus to hit when
how to pray using just your voice. You may use your Cu‐ attacking with your chosen weapon type. In addition, you
rate prayers while carrying a shield. may add your attribute modifier to the damage dealt with
your third attack. You may take this ability multiple times,
WEAPON ADEPT but each time you must apply it to a different weapon
Requirements: 5th level, Weapon Devotee type.
Description: Your continued training with a specific type
of weapon grants you a second attack with it, but you do WEAPON VETERAN
not add your attribute modifier to the damage dealt if you Requirements: 13th level, Weapon Expert
hit. You may take this ability multiple times, but each time Description: Your continued training with a specific type
you must apply it to a different weapon type. of weapon grants you a third attack with your weapon,
but you do not add your attribute modifier to the damage
WEAPON DEVOTEE dealt if you hit. You may take this ability multiple times,
Requirements: None but each time you must apply it to a different weapon
Description: You are devoted to a specific type of type.
weapon (see the Weapon Categories table below). Your
26
SIMPLICITY
WILDER TAKING ACTIONS IN COMBAT
Requirements: None There are three types of actions your character can per‐
Description: You have a connection to the primal forces form in combat: move actions, attack actions, and gratis
of the earth that transcends the physical. You can see and actions. Generally, you receive only one attack and move
access energies that are not apparent to others. You may action per round, but you may perform any number of
use your Spirit modifier to speak with plants and non‐ gratis actions approved by your GM.
violent animals. To do so, you make a Spirit check (your
GM may impose a penalty to your check based on the ACTIONS
type on animal or plant). If successful, you may ask the TASK ACTION
target a number of questions equal to 1 or ½ your Spirit Attack Attack action
modifier, but be aware that plants and animals have mo‐ Draw or sheath a weapon Move action
tives of their own. They may be vague with their answers Drink a potion* Move action
or even lie outright. Drop a weapon Gratis action
This ability also allows you to learn and utilize magical Drop to the ground Move action
chants, which are similar to spells and prayers. However, Load a crossbow Move action
while doing so you can only wear natural armor, such as Move up to your speed Move action
leather or hide, and you can only use a wooden shield. Open a door Move action
When using a chant, your enemies suffer a penalty to Retrieve or stow an item Move action
their attribute checks equal to 1 or ½ your Spirit modifier Speak a short phrase Gratis action
against its effects. Stabilize a dying character Attack action
In addition, the only two‐handed melee weapon you Stand up Move action
may use is a staff, but you gain the Two‐Weapon Attack
ability while wielding it. *To drink a potion or administer it to a dying creature,
your character must first retrieve it from his or her pack.
WITHER
Requirements: 11th level, Necromancy MOVE ACTIONS
Description: Your touch ages a creature, temporarily As the name implies, move actions typically allow your
bringing it closer to death. To use this ability, you make a character to move a distance, open items, draw a weap‐
melee attack against a creature to try to touch it. If your on, or perform some other task.
attack hits, the creature is exhausted until it makes a suc‐ The most common use of a move action is for your
cessful Body check at the end of its turn. character to move his or her speed. If desired, your char‐
acter may move through an ally's space during their
COMBAT movement, but he or she cannot through a space occu‐
Sometimes your character will be able to talk his or her pied by an enemy.
way out of a conflict. Other times, a sharp sword may be When moving in a manner that requires caution or is
the only option. In Simplicity, a fight between you and an difficult, your character moves at half their speed. Exam‐
enemy is called a skirmish. In a skirmish, combat occurs in ples include walking a slippery ledge, crawling, or moving
rounds, with the players and the GM taking turns. To de‐ through an extremely confined space.
cide who acts first in a skirmish, select a person in your
group to roll initiative. The GM rolls for your opponents. ATTACK ACTIONS
To make an initiative roll, simply roll a d20. The person Attacking an enemy with a spell, prayer, chant, song, or
with the higher result acts first. In the case of a tie, reroll. weapon is an attack action. Many abilities let you attack
In certain situations, your party may surprise a monster multiple times with a single attack action.
or be surprised by one. An attribute check often precedes If desired, you may sacrifice your attack action to gain
such a case, and your GM will tell you if one is necessary. an additional move action. You cannot, however, sacrifice
If you surprise an opponent, your entire party gets to take a move action for another attack action.
a move and attack action before rolling initiative.
27
SIMPLICITY
GRATIS ACTIONS they will be listed in the ability’s description. When an
Shouting a warning and dropping a weapon are examples enemy reaches 1 or fewer health points, you may choose
of actions that either require little time or may be accom‐ to incapacitate it, instead of killing it.
plished while performing other actions. You may perform
any number of gratis actions in a round with your GM’s CRITICAL HITS
approval. Sometimes a character lands a well‐placed blow. When
this happens, the attack causes maximum damage. This is
THE COMBAT ROUND called a critical hit. A natural die roll of a 20 always hits
The winner of initiative acts first in the combat round. For and results in a critical hit. When calculating damage for a
example, if the players win initiative, the characters act critical hit, all die rolls are automatically maximized.
first. Characters may act in any order your party sees fit,
giving them the opportunity to coordinate their move‐ TAKING DAMAGE
ment and attacks. Once all of the characters have acted, When you’re hit by an enemy’s attack, you take damage.
the GM allows the monsters to act. After all creatures in Your GM will give you the total damage dealt. Subtract
the fight have acted, a new round begins and the charac‐ this damage from your health, taking any DR in account. If
ters act again. Play continues in this fashion until one side your health falls to 0 or below, you collapse and are dying.
or the other emerges victorious. In game time, each char‐ See Health under Characters for more information.
acter’s turn within the round lasts 12 seconds.
CONDITIONS
MAKING AN ATTACK In addition to physical damage, your character may suffer
The attack roll lies at the heart of the Simplicity’s combat other debilitating conditions when attacked. The list be‐
system. To attack a creature, your character must target it low contains several common conditions. Unless
with a ranged or melee attack. To do so, your character otherwise noted, attribute checks to remove conditions
must be able to see his or her target. If your character are made at the very end of a character’s turn.
cannot see their target, they cannot attack it. Once a visi‐
ble target has been selected, you roll a d20. If your result Blinded: Blinded characters cannot see clearly and suf‐
is 10 or greater, your attack hits and deals damage. fer a ‐3 penalty to melee attacks and a ‐6 penalty to
Some abilities grant you bonuses to your attack roll with ranged attacks. A blinded character recovers his or her
specific weapons or magical attacks. When making attack normal sight upon regaining at least one point of health.
rolls with these abilities, you add the bonus to your result. Confused: A confused character may perform either a
If the total is 10 or more, your attack hits and deals dam‐ move action or attack action on his or her next turn, but
age. For example, Hargoth the warrior has the Blade not both. In addition, a confused character cannot take
Devotee weapon ability, which grants him a +1 bonus on any gratis actions on their next turn.
his attack rolls with bladed weapons. Hargoth attacks a Controlled: A controlled character's actions are deter‐
wolf with his sword and rolls a 9. Normally this would be a mined by the GM on his or her next turn.
miss, but since Hargoth has a +1 bonus to attack rolls with Diseased: A character exposed to a disease is allowed
bladed weapons, he hits and deals damage. an immediate Body check to see if the disease takes hold.
You may use ranged weapons in melee combat, but do‐ If the check is successful, the character is temporarily im‐
ing so in dangerous. If you attempt to use a ranged mune and need not worry about infection from the same
weapon while in melee combat, all enemies within reach disease for number of hours equal to 1 or ½ his or her
may make an immediate attack against you as a gratis Body modifier. A character failing his or her Body check
action. If even one attack is successful, your attack fails. becomes exhausted and cannot be healed by natural or
magical means until he or she has been cleansed of the
DEALING DAMAGE disease. A character magically cleansed of a disease has
When you hit with an attack, you deal damage. For melee no temporary immunity to it and may become infected if
and thrown weapon attacks, you roll the damage listed exposed to the disease again.
for your weapon and add your Body modifier. Give this Dying: A dying character has 0 or less health. Dying
total to your GM. If an ability has its own damage rules, characters fall unconscious. If standing, a dying character
28
SIMPLICITY
collapses to the ground and cannot take any actions until MAGIC
healed by at least one point of natural or magical healing. Characters in the Simplicity Fantasy Roleplaying Game
A successful attack against a dying character results in its gain the ability to wield magic by learning magical abilities
immediate death. such as curate prayers, mage spells, or wilder chants. For
Exhausted: Exhausted characters suffer a ‐2 penalty to the most part, magic in Simplicity is limitless, and unless
attack rolls and deal half damage on their attacks until otherwise noted in an ability’s description, your character
they rest for 6 hours. may use his or her magical abilities as often as desired.
Held: Held characters cannot move. A character re‐ However, using magic in melee combat is dangerous. If
mains held until he or she use a move action to make a you attempt to use a magical ability while in melee com‐
successful Body check. If a character is held by a creature, bat, all enemies within reach may make an attack against
the GM may imposed a penalty or bonus to the check you as an immediate gratis action. If even one attack is
based on the strength of the creature. successful, your magical ability fails.
Hobbled: A hobbled character moves at half of his or
her speed. A character remains hobbled until they regain
at least one point of health.
INCANTATIONS
Some spells, prayers, and chants are too complex and
Falling: A character falling from a height of 10 feet or
lengthy to perform from memory. These magical rituals
less may make a Body check to take no damage from the
are known as incantations.
fall. A character falling from a height greater than 10 feet
Because of their complexity, those who practice magic
suffers 1 point of damage for every foot he or she falls.
typically inscribe incantations on scrolls or other items.
Incapacitated: Incapacitated characters fall uncon‐
Once your character has an incantation, he or she may
scious. If standing, an incapacitated character collapses to
use it as often as they like, providing they have access to
the ground and cannot take any actions until he or she
the item it is inscribed upon.
regains at least one point of health or makes a successful
If you are interrupted while performing an incantation,
Body check. All successful attacks against incapacitated
you must restart it from the beginning, but you do not
characters are treated as critical hits.
lose any special materials it requires.
Knocked down: A character that has been knocked
Your character does not gain incantations in the same
down is lying facedown on the ground. Creatures gain a
way they gain abilities. Instead, incantations may be pur‐
+2 bonus to melee attack rolls against knocked down op‐
chased from equipment shops or found while
ponents. Characters cannot make melee or ranged attacks
adventuring.
while lying facedown on the ground.
Each incantation contains a name, requirements, cost,
Poisoned: Poisoned characters take poison damage at
time, and description, which are outlined below.
the beginning of their turn. At the end of their turn, they
can make a Body check to attempt to overcome the ef‐
NAME
fects of the poison. Poison damage is not cumulative.
This is the name of the incantation.
Only the strongest poison applies. A character’s damage
reduction cannot reduce poison damage.
REQUIREMENTS
Stunned: A stunned character is momentarily shocked
This is the criteria your character must meet before he or
and unable to act. A stunned character cannot take any
she may perform the incantation.
actions on his or her next turn.
Suffocating: A suffocating character cannot breathe.
COST
Suffocating characters can hold their breath for a number
This is the typical market price of the incantation.
of rounds equal to 5 + their Body modifier. After which,
the suffocating character must make a Body check each
TIME
round to continue holding their breath. When a suffocat‐
This is how long it takes to perform the incantation.
ing character fails his or her Body check, their health
immediately falls to 0, and they are dying.
DESCRIPTION
This is a description of the incantation.
29
SIMPLICITY
BREATHE WATER Description: You beseech nature to protect you and
th
Requirements: 10 level, Wilder your companions. This incantation allows you and a num‐
Cost: 500 gp ber of individuals equal to 2 X your Spirit modifier to
Time: 1 hour survive the temperate extremes of any natural environ‐
Description: You perform a series of rigorous breathing ment without suffering any ill effects from the weather.
exercises and chants that enable you to breathe normally This incantation lasts for 24 hours. It also protects all car‐
underwater. Upon completing this incantation, you may ried gear.
breathe underwater for a number of hours equal to your
Spirit modifier X 4. In addition to yourself, you may in‐ RESURRECT
clude a number of individuals in this incantation equal to Requirements: 10th level, Heal Severe Wounds
your Spirit modifier X 2. Cost: 500 gp
Time: 4 hours
NEGATE MAGIC Description: You temporarily sacrifice a part of your life
Requirements: 5th level, Mage force to call the willing spirit of a fallen individual back
Cost: 100 gp from the dead. To perform this incantation, you must
Time: 15 minutes have the intact body of the person you are resurrecting,
Description: With complex arcane words and gestures, and the individual must have died within the last 24
you focus your magic, using its power to negate an exist‐ hours. The incantation heals all wounds, cleanses all poi‐
ing magical effect. You make a Mind check to suppress or sons, and removes all diseases from the individual, but it
destroy a magical effect (such as a magical trap) of your does not re‐grow severed limbs. Corpses with severed
level or lower. When making your Mind check, you de‐ heads or torsos cannot be resurrected.
stroy the magical effect on a natural die roll of 19 or 20. If Once performed, both you and the resurrected individ‐
the incantation succeeds, but the effect is not destroyed, ual’s maximum health points are temporarily reduced by
you instead suppress it for a number of minutes equal to a number equal to 2 X the level of the resurrected indi‐
your Mind modifier. If the effect is of a level higher than vidual, and for a time, neither of you may regain health
you are, the incantation automatically fails. You may at‐ points above this new total. If this penalty would reduce
tempt this incantation on a magical effect a number of your character to 0 or lower health points, you cannot
times equal to your Mind modifier. perform the incantation. In addition, you both suffer a ‐1
penalty to all attack rolls and attribute checks. The health
QUESTION THE DEAD point, attack roll, and attribute penalties last for one en‐
Requirements: 5th level, Curate tire week following the incantation. Finally, there is a 1%
Cost: 100 gp chance the incantation will kill the person performing it.
Time: 1 hour Because of this, finding a curate to perform a resurrect
Description: You scrawl religious symbols around the incantation can be difficult, and most who do demand a
corpse of an intelligent creature, pulling its departed spirit high price (about 500 gp per level of the fallen character).
back to your physical world for questioning. You may ask
the spirit a number of questions equal to your Spirit modi‐ TELEPORT
fier. The spirit has the same knowledge it had in life, but it Requirements: 10th level, 3 Mage abilities
does not have to answer truthfully, and it can choose to Cost: 500 gp + special (see below)
answer in any language it spoke while living. This incanta‐ Time: 15 minutes
tion is draining .You can only perform it once every 24 Description: You whisk your body through time and
hours. space, traveling to an effigy of yourself. To use the Tele‐
port incantation, you must first have a life‐sized
RESIST WEATHER representation of yourself. This effigy is typically a de‐
Requirements: 5th level, Wilder tailed statue of wood, stone, or metal. Purchasing an
Cost: 100 gp effigy from a master artisan costs 500 gp, and the likeness
Time: 15 minutes takes two weeks to craft. Once an effigy has been ac‐
30
SIMPLICITY
quired, it takes a full day scribe it with the runes neces‐ Cleanse poison potion: When consumed, this potion re‐
sary for teleportation. When the process is complete, you moves all poisons from the drinker’s body.
may teleport to your effigy from any distance. You arrive
in the statue’s place, posed in its position. When you step Heal wounds potion: When consumed, the drinker of this
from it, you separate from the effigy, leaving it behind. In potion regains 1d6+1 health points.
addition, you may teleport a number of individuals (and
their gear) equal to your Mind modifier X 2 with you. To Heal severe wounds potion: When consumed, the drinker
do so, the individuals must be touching you when you of this potion regains 2d6+2 health points.
complete the incantation. They arrive at the destination
touching your effigy. Heal vital wounds potion: When consumed, the drinker
You may have multiple effigies and travel to any one of of this potion regains 3d6+3 health points.
your choosing. If your effigy is maimed or destroyed, you
may no longer teleport to it. For this and other nefarious USING ATTRIBUTES
reasons, most mages take great care with where they Your character’s attributes determine how well they ac‐
keep their effigies. complish tasks like climbing, swimming, or noticing
hidden doors. When attempting a task, your GM may ask
MAGIC ITEMS you to make an attribute check, or he or she may make
The process of permanently enchanting normal items one for you and let you know the result.
with magical power is an art that has been lost over the Sometimes attribute checks represent a success or fail‐
centuries. Because of this, magical items are rare in the ure situation, such as when a character wants to climb a
Simplicity Fantasy Roleplaying Game. Equipment shops do wall. In these instances, you roll a d20 and add the appro‐
not sell them, as most individuals lucky enough to find priate attribute modifier (your GM may also apply
them are loath to part with their prizes. Your GM will pre‐ modifiers based on the situation or difficulty of the task).
sent you with a description of each magic item your If your die roll + your modifier is over 10, your attempt is
character finds. To discover the magic item’s properties, successful. If your total result is under 10, your character
your character will need to make a successful Mind check. fails. When making an attribute check in this manner, a
Some curates have mastered the art of potion making. natural die roll of 1 always results in a failure, and a natu‐
However, these potions are costly, and often require la‐ ral die roll of 20 always results in a success. In general,
boratories full of equipment. Because of this, those you may retry a task requiring an attribute check a num‐
individuals who make potions typically do so as a full‐time bers of times equal to ½ your attribute modifier. If you fail
occupation. Some common potions and their prices are the maximum number of times, you cannot retry the task
listed below. until the attribute you need to complete the task increas‐
es.
POTIONS Other times, your GM may base the degree of your suc‐
POTION NAME COST cess or failure on the total result of your attribute check.
Cleanse disease potion 50 gp For example, Aralin the curate needs some questions an‐
Cleanse poison potion 50 gp swered about undead rising in a nearby cemetery. She
Cleanse fatigue potion 25 gp wants to gain the mayor’s favor by praising the beauty of
Heal wounds potion 50 gp his town. The GM calls for a Spirit check, the total result
Heal severe wounds potion 100 gp of which is 19. Not only is mayor flattered by her com‐
Heal vital wounds potion 200 gp plements and agrees to answer her questions, he offers to
have his son escort her to the cemetery’s caretaker.
Cleanse disease potion: When consumed, this potion re‐ Some tasks, such as disarming dangerous traps, are
moves all diseases from the drinker’s body. complicated and may require your character to make
multiple attribute checks. If multiple checks are neces‐
Cleanse fatigue potion: When consumed, this potion re‐ sary, your GM will let you know.
moves all affects of exhaustion from the drinker’s body.
31
SIMPLICITY
TASKS the remaining weak light. This obscurity causes a ‐2 penal‐
TASK ATTRIBUTE ty to attack rolls and to attribute checks used to locate or
Climbing, swimming, tumbling, identify creatures or items. Objects or creatures beyond
Body this weakly lit area are in total darkness and cannot be
jumping, etc.
Arcana, religion, general seen, therefore you cannot target them with ranged or
Mind melee attacks.
knowledge, history, etc.
Mediation, diplomacy, bluffing,
Spirit COMMON LIGHT SOURCES
intimidation, etc.
LIGHT RADIUS
EXPLORATION Candle 10 feet
During the course of a normal game, your character will Lantern 50 feet
explore and interact with the world around them. While Orb of light 50 feet
combat is designed to be a structured experience, the rest Torch 30 feet
of the Simplicity Fantasy Roleplaying Game is much more
freeform. Feel free to ask questions, examine your sur‐ RESTING
roundings, and attempt tasks that might help you Adventures constantly brave peril, not just from foes but
accomplish your goals. Your GM is the narrator on your from the environment, as well. Hiking through an over‐
journey, and he or she will be able to tell you what your grown wilderness can take more out of your character
character learns while exploring. than fighting a tribe of goblins. While your character
doesn’t need to rest to rejuvenate his or her abilities, they
TRAVEL still need rest. Your character may adventure for 16 hours
While exploring, your character will need to travel from straight before fatigue begins to take its toll. When this
place to place. Most of the time walking will suffice, but happens, your character must rest for 6 hours or become
sometimes he or she will require other forms of transpor‐ exhausted. When your character rests for 6 hours, they
tation. The table below shows common forms of regain their level in health points.
transport and how far per hour and day your character
can travel when using them. The distances shown assume BEING A GOOD PLAYER
ideal conditions and 8 hours of travel in a day. Your GM Simplicity is a game, and like most games, the purpose is
may apply penalties based on weather and the surround‐ to have fun. Exploring strange locations and fighting dead‐
ing environment. ly monsters can be an exciting endeavor, and it’s easy to
become embroiled in your character and the part he or
TRAVEL she plays in the story. Don’t lose sight of the fact that
TRANSPORT HOUR DAY Simplicity is a cooperative game where the players work
Cargo ship 3 miles 24 miles together to achieve specific goals. The game is not about
Common riding horse 5 miles 40 miles any one player, it’s about all of them. Don’t forget the
Draft horse and wagon 2 miles 16 miles other players at your table. They are there to have fun, as
Mule 4 miles 32 miles well. Sometimes this may mean making about the direc‐
Rowing Boat (6 person) 2 miles 16 miles tion of the game or sidelining your ideas in favor of the
Warship 3 miles 24 miles majority. Courtesy and respect for your fellow players will
go a long way to making an enjoyable game even better.
LIGHT
The amount of available light plays a big part in what your THE REST OF THE RULES
character can and cannot see while adventuring. This is The rules to this point have been for players of the Sim‐
especially true while exploring underground. Each light plicity Fantasy Roleplaying Game. The remainder of this
source provides clear illumination out to a specific radius book is for those who wish to be a Game Master. If you
from itself. For 10 feet beyond this distance, your charac‐ are not planning on acting as a Game Master, it is not
ter will have trouble discerning objects and creatures in necessary to continue reading.
32
GAME MASTER RULES
SIMPLICITY
BEING A GAME MASTER OGRE WARRIOR
As with most roleplaying games, the Simplicity system LEVEL HEALTH MODIFIER SPEED
relies on a Game Master to tell the story and adjudicate 3 28 +0 30
the rules. As a Game Master, you have complete control ATTACKS
over the creatures, people, and environments in your , MELEE
game. Creating such a backdrop for your players can be a Spiked club: 1d10+4 damage.
daunting task. As a result, the Simplicity rules strive to RANGED
make the process as easy a possible. The following sec‐ Throwing rock: 5 rocks; range 25/50; 1d8+3 damage.
tions detail guidelines for creating monsters, traps, and SPECIAL ABILITIES
other items to populate your game world. Ferocious: Ogre warriors deal 2 X their maximum
The information in this section of the Simplicity Fantasy damage on a critical hit.
Roleplaying Game is presented as a guide to help you de‐
velop your game world. It is not intended to be a LEVEL
definitive set of rules. In all likelihood, you will need to This is the level of the monster. A monster’s level deter‐
adjust the given information. This is expected and even miners its number of health points, its attack and
encouraged. As a Game Master, only you can decide what attribute modifier, and the damage it deals when it hits.
is best for your game and your players.
HEALTH
CREATING A GAME WORLD This is the number of health points the monster has.
Creating an entire world of exciting locations fully popu‐ When a monster reaches 0 or lower health, it dies.
lated with people, monsters, and adventures is a task to
which you can easily devote an entire lifetime. However, MODIFIER
most people do not have the time, dedication, or desire While monsters do not have individual attribute scores
to create a world of this scope at once. Many Game Mas‐ like PCs, they still gain modifiers to attribute checks and
ters with large, well‐fleshed‐out worlds have grown them attacks as they increase in level. A monster adds this val‐
slowly over years or even decades. When starting your ue to all attack rolls and attribute checks.
game world, it’s best to begin small. Work at creating a
small town or city to serve as the center of your game. As SPEED
you gain familiarity with your players, their characters, A monster’s speed represents the number of feet it may
and the rules, you can expand your initial area in stages, move during a round.
eventually growing it to a full‐fledged world.
ATTACKS
DESIGNING MONSTERS The amount of damage a monster deals with a successful
For the most part, the players in your world will spend attack is based on its level and not the weapon it wields.
their time adventuring in strange and dangerous loca‐ You may give a monster any weapon you desire. As a
tions. These locations usually contain a myriad of Game Master, this allows you greater flavor when creat‐
creatures that want to harm the PCs. These creatures are ing monsters.
collectively referred to as monsters. Even though they
may not appear ferocious, or even wish the PCs harm, MELEE ATTACKS
innkeepers, peasants, and kings fall into this category, as All monsters should have at least one melee attack, but it
well. is fine to create monsters with more. It’s important to
Much like PCs, monsters have levels. And much like PCs, note, however, that even though a monster may have
the higher level a monster is, the more health points it multiple melee attacks, it can typically only use one attack
has and the more damage it can cause. Below is a sample on its turn. Also, unless specified in the attack description,
statistic (stat) block for a monster and a description of a monster must be adjacent to a creature to make a me‐
each of the components that make it up. lee attack against it.
34
SIMPLICITY
RANGED ATTACKS sters with unique and interesting attacks and abilities will
When giving a monster a ranged weapon, it’s helpful to make the games you play memorable for both you and
use the ranges presented in the Weapons table for PCs as your players. Below are several examples of monsters
a guide, but it isn’t absolutely necessary. with various different attacks and special abilities.
In addition to standard ranged weapons, you may give a
monster a ranged area attack. When doing do, it’s a good DARK NIGHT SWORDSMAN
idea to provide a short description of the attack, including LEVEL HEALTH MODIFIER SPEED
its range, damage, and area of effect. 15 100 +2 30
ATTACKS
SPECIAL ABILITIES , MELEE
This portion of the stat block covers any additional abili‐ Sword: 1d10+19 damage.
ties a monster may have that are not attacks. They may, RANGED
however, still pertain to attacks. For example, monsters Crossbow: 20 bolts; range 75/150; 1d8+15 damage.
typically do not have damage reduction like PCs. If you SPECIAL ABILITIES
wanted to create an evil knight with damage reduction, Heavily armored: A dark swordsman has 5 damage
you would place it under the monster’s special abilities. reduction.
Other types of abilities include regeneration, healing, in‐ Press the fight: A dark swordsman that does not move
creased movement, etc. on its turn may make an additional sword attack.
MONSTERS BY LEVEL ELVEN SCOUT
DAMAGE LEVEL HEALTH MODIFIER SPEED
LEVEL HEALTH MODIFIER Melee Ranged Area
8 58 +1 40
1 16 0 1d10+2 1d8+1 1d6+1
2 22 0 1d10+3 1d8+2 1d6+2 ATTACKS
3 28 0 1d10+4 1d8+3 1d6+2 , MELEE
4 34 0 1d10+5 1d8+4 1d6+3 Sword: 1d10+10 damage.
5 40 0 1d10+6 1d8+5 1d6+4 RANGED
6 46 +1 1d10+8 1d8+6 1d6+5 Bow: 20 arrows; range 75/150; 1d8+8 damage.
7 52 +1 1d10+9 1d8+7 1d6+5 SPECIAL ABILITIES
8 58 +1 1d10+10 1d8+8 1d6+6 Hit and run: An elven scout may move up to 20 feet
9 64 +1 1d10+11 1d8+9 1d6+7 after making a successful melee or ranged attack.
10 70 +1 1d10+13 1d8+10 1d6+8
11 76 +2 1d10+14 1d8+11 1d6+8
12 82 +2 1d10+15 1d8+12 1d6+9 GOBLIN SHAMAN
13 88 +2 1d10+16 1d8+13 1d6+10 LEVEL HEALTH MODIFIER SPEED
14 94 +2 1d10+18 1d8+14 1d6+11 2 22 +0 25
15 100 +2 1d10+19 1d8+15 1d6+11 ATTACKS
16 106 +3 1d10+20 1d8+16 1d6+12 , MELEE
17 112 +3 1d10+21 1d8+17 1d6+13 Dagger: 1d10+3 damage.
18 118 +3 1d10+23 1d8+18 1d6+14 RANGED
19 124 +3 1d10+24 1d8+19 1d6+14
Dagger: Range 25/50; 1d8+2 damage.
20 130 +3 1d10+25 1d8+20 1d6+15
Fireburst: The goblin shaman targets a 15‐foot‐by‐15‐
foot area no more than 50 feet away, filling it with
You can use the table above as a guide when creating
magical fire. Each creature in the area hit by the
monsters. Skirmishes with monsters makes up the back‐
flames takes 1d6+2 damage.
bone of the Simplicity Fantasy Roleplaying Game, so
making monsters should be a task that’s both exciting and SPECIAL ABILITIES
enjoyable. That being said, designing monsters is as much Healer: A goblin shaman may use its attack action to
of an art form as it is a science. Feel free to experiment heal an adjacent creature for 1d10+2 points of health.
with different special abilities for your monsters. Mon‐
35
SIMPLICITY
DESIGNING COMPOUND MONSTERS DESERT DRAGON
Sometimes you need a monster that doesn’t fit the nor‐ LEVEL HEALTH MODIFIER SPEED
mal mold. Such a creature might be the chieftain of a 20 520 +3 30
tribe of ogres or a mighty desert dwelling dragon. In these ATTACKS
circumstances, it’s necessary to break from the standard , MELEE
guidelines of monster creation. Compound monsters rep‐ Claw: 1d10+25 damage.
resent a greater threat to the PCs. In essence, they fill the Bite: 1d8+20 damage, and the target is hobbled.
role of multiple creatures. Tail sweep: The dragon attacks all adjacent creatures.
When creating a compound monster, give it health On a successful hit, each target takes 1d6+15 points of
points equal to the number of creatures you want it to damage and is knocked down. A desert dragon can on‐
represent. For example, if you want the previously men‐ ly use this attack once a round.
tioned ogre chieftain to represent three 10th level Liquid sand spray: Desert dragons eat sand. In their
monsters, you would assign it 210 health points and give raging stomachs, the sand turns to a molten glass
it multiple attack actions. You would not multiply its dam‐ state. A desert dragon may regurgitate a portion of
age by 3. A compound monster’s purpose isn’t to do more this liquid sand, spraying it on its enemies. When do‐
damage to a single PC. It’s purpose is to spread damage ing so, the dragon targets a 30‐foot‐by‐30‐foot area
out amongst additional PCs, keeping each party member adjacent to itself, attacking each creature in the space.
engaged. As a rule, a compound monster should have a On a successful hit, the liquid sand deals 1d6+15
number of attacks actions equal to the number of mon‐ points of damage. A desert dragon can only use this
sters it’s meant to represent. attack once a round.
Below are two examples of compound monsters. SPECIAL ABILITIES
Fly: A desert dragon can fly at a speed of 60 feet per
OGRE CHIEFTAIN BRAWLER round and hover at any height. While flying, it can only
LEVEL HEALTH MODIFIER SPEED use its liquid sand spray attack.
10 210 +1 40 Multi‐attack: A desert dragon can use up to four at‐
ATTACKS tack actions on its turn, but it cannot attack the same
, MELEE enemy more than three times in a round.
Fist: 1d10+13 damage.
Kick: 1d8+10 damage, and the PC is knocked down. Compound monsters have the potential to be very deadly.
Toss: The ogre chieftain brawler makes an attack to As mentioned earlier, when using compound monsters,
grab hold of an enemy that is of the same size or it’s a good idea to spread your attacks out over multiple
smaller. If successful, the opponent is allowed a Body enemies, keeping the fight fun and fair.
check at ‐2 to break the hold. If the enemy fails, the
ogre chieftain brawler may throw its opponent up to BUILDING SKIRMISHES
20 feet, dealing 1d8+10 damage. In addition, the ogre When PCs encounter a monster or group of monsters that
chieftain brawler may target another enemy with the want to do them harm, battle typically ensues, and the
thrown opponent. If the attack is successful, the target resulting fight is referred to as a skirmish. The average
takes 1d8+10 damage and is knocked down. The skirmish contains a group of monsters of the same level
thrown enemy lands prone adjacent to the target. and quantity as the PCs. For example, a party of four 5th
SPECIAL ABILITIES level PCs would find a group of four 5th level monsters to
Unarmed mobility: An ogre chieftain brawler may be an average fight. If you desired a tougher skirmish, you
move before or after any of its attacks, but its total could add monsters or increase the level of the existing
movement cannot exceed its speed. monsters.
Multi‐attack: An ogre chieftain brawler can use up to Each skirmish has a level rating. To find the skirmish
three attack actions on its turn, but it must target a level, simply total up the number of monster levels and
different enemy with each attack. divide by the number of PCs. In general, skirmishes 2 to 4
levels above the average level of the PCs are considered
36
SIMPLICITY
difficult, and skirmishes 2 to 4 levels below the PCs are While detecting and disabling traps is usually only pos‐
considered easy. For example, if a party of five 10th level sible for PCs with the Scoundrel ability, you may allow
PCs encountered four 10th level trolls and a 12th level hag, characters with the Mage ability to detect and disable
the skirmish level would be 10 (52÷5=10.4), which would magical traps in the same manner, if so desired. Also, if
be an average battle, because the average level of the PCs your players come up with an interesting and plausible
is 10. If the same party had one less member, the skirmish way to defeat or bypass a trap, let them. Doing so will en‐
level would be 13 (52÷4=13), which would be a difficult rich your game and reward the players for creative
fight. thinking.
Obviously, this system of averages is only an accurate
gauge when the grouping of monsters and PCs are rela‐ USING TRAPS
tively close in their levels. For this reason, it’s a good idea As mentioned earlier, traps function best when used in
to only have a variance of 3 or 4 levels between all of the conjunction with a skirmish. It is entirely possible to cre‐
monsters and PCs in the skirmish. ate a trap that takes the place of a monster in a fight, and
Mastering the art of skirmish building takes time, and it is up to you as the GM to decide if a trap changes a
until you get the hang of it, you may find it necessary to combat’s skirmish level or not.
adjust your monsters on the fly, which is fine. The primary Traps used at the beginning of a skirmish typically do
purpose of the Simplicity system is to make sure everyone more damage and do not reset. This type of trap is used
is having fun. So don’t feel bad if you need to make ad‐ to damage multiple PCs and works well when paired with
justments as you go. If PCs are dying every game, it’s a lower level monsters or monsters of smaller sized groups.
good indicator things need to be scaled back. If the play‐ You may also create traps with greater complexities
ers are killing the monsters without taking any or very that require multiple disable checks. This style of trap is
little damage, you may need to adjust your monsters up a particularly effective against higher lever PCs.
few levels. Just remember, your goal as a Game Master is When using traps in skirmishes try to keep in mind how
to keep the skirmishes challenging without making them they will affect the flow and difficulty of the fight and ad‐
completely overwhelming. just accordingly, keeping the battle fair.
TRAPS CREATING TRAPS
Traps are mechanical or magical contraptions designed to A trap may do anything you can imagine. Traps should be
cause PCs harm. While you may place a trap anywhere in entertaining and dangerous, but not deadly. A trap that
an adventure, they function best when used in or at the kills a PC instantly isn’t going to be fun for your players.
beginning of a skirmish. Even though all traps are different, they each contain
similar properties, which are described below.
FINDING AND DISABLING TRAPS
Only a PC with the Scoundrel ability may locate and disa‐ LEVEL
ble traps. To find a trap, a PC examines a 10‐foot‐by‐10‐ This is the level of the trap. Use a trap’s level as a guide
foot area and makes a Mind check, giving you the result. If for determining how much damage is does, how hard it is
the PC’s check + the trap’s detect value is greater than or to locate, and how difficult it is to disable. The Traps by
equal to 10, the check is successful, and the PC locates all Level table contains suitable damage and modifiers for
traps in the search area. This search is the equivalent of a traps at all levels of the game and should serve as a good
move action and takes 6 seconds of in‐game time. starting point for designing traps of your own.
To disable a trap, a PC makes a Mind check and gives
you the result. If the PC’s check + the trap’s disable value RESET
is greater than or equal to 10, the check is successful, and This determines if the trap resets when triggered.
the PC successfully disarms the trap. However, if a PC rolls
a natural 1 on their disable check, the trap triggers. Disa‐ DETECT
bling a trap is the equivalent of an attack action and takes This value is the modifier applied to a PC’s die roll when
6 seconds of in‐game time. searching for the trap.
37
SIMPLICITY
DISABLE POISON DART TRAP
This value is the modifier applied to a PC’s die roll when LEVEL RESET DETECT DISABLE
attempting to disarm the trap. 1 Yes 0 0
TRIGGER
TRIGGER When a PC steps into the 5‐foot‐by‐5‐foot trap area,
The trigger gives the condition that activates the trap. poison darts shoot from a nearby wall.
EFFECT
EFFECT The PC triggering the trap takes 1d8+1 damage. Until
This is the effect of the trap once it’s been activated. cleansed of the poison, the PC takes 1 poison damage
at the beginning of each subsequent turn.
SPECIAL
This contains any special information about the trap. Not
SPIKED PIT TRAP
all traps will include special information.
LEVEL RESET DETECT DISABLE
5 No ‐1 ‐1
TRAPS BY LEVEL
TRIGGER
DAMAGE
LEVEL DETECT DISABLE Melee Ranged Area When a PC enters the 10‐foot‐by‐10‐foot trap area,
1 0 0 1d10+2 1d8+1 1d6+1 the pit’s false floor collapses.
2 0 0 1d10+3 1d8+2 1d6+2 EFFECT
3 0 0 1d10+4 1d8+3 1d6+2 Any PC triggering the trap falls 10 feet to the bottom
4 0 0 1d10+5 1d8+4 1d6+3 of the pit, landing prone on a bed of wooden spikes.
5 ‐1 ‐1 1d10+6 1d8+5 1d6+4 The PC takes 1d10+6 damage.
6 ‐1 ‐1 1d10+8 1d8+6 1d6+5 SPECIAL
7 ‐1 ‐1 1d10+9 1d8+7 1d6+5
Due to its steep and smooth sides, PCs attempting to
8 ‐1 ‐1 1d10+10 1d8+8 1d6+6
climb from the pit move at one quarter of their speed.
9 ‐2 ‐2 1d10+11 1d8+9 1d6+7
10 ‐2 ‐2 1d10+13 1d8+10 1d6+8
11 ‐2 ‐2 1d10+14 1d8+11 1d6+8 SPRINGING SWORDS TRAP
12 ‐2 ‐2 1d10+15 1d8+12 1d6+9 LEVEL RESET DETECT DISABLE
13 ‐3 ‐3 1d10+16 1d8+13 1d6+10 10 Yes ‐1 ‐1
14 ‐3 ‐3 1d10+18 1d8+14 1d6+11 TRIGGER
15 ‐3 ‐3 1d10+19 1d8+15 1d6+11 When a PC steps into the 5‐foot‐by‐5‐foot trap area,
16 ‐3 ‐3 1d10+20 1d8+16 1d6+12
metal sword blades spring from the floor.
17 ‐4 ‐4 1d10+21 1d8+17 1d6+13
18 ‐4 ‐4 1d10+23 1d8+18 1d6+14
EFFECT
19 ‐4 ‐4 1d10+24 1d8+19 1d6+14 The PC triggering the trap takes 1d10+13 damage.
20 ‐4 ‐4 1d10+25 1d8+20 1d6+15 SPECIAL
When the PC leaves the trap area, the blades retract
Below are a few examples of different types of traps. Feel into the floor and the trap resets.
free to experiment will various ideas when creating traps,
doing so will keep your players on their toes.
TRAP PITFALLS
While traps can be exciting and add a very real element of danger to your games, in most cases it’s better to use
them sparingly than repetitively. Placing too many traps in an adventure or series of adventures has a tendency to
slow game play as trap‐shy PCs cautiously search every section of hallway and every door of every room, fearing
imminent death just around the corner. Also, when using traps, try to place them in logical locations. A well‐
traveled, 100‐foot‐long hallway full of devious traps may not be a great choice, even if there is a good story reason.
38
SIMPLICITY
WARD OF PROTECTION TRAP xenophobic tribe of elves to allow the party passage
LEVEL RESET DETECT DISABLE through their lands. In the aforementioned situation, a
15 No ‐2 ‐2 Spirit check for diplomacy would be in order. However, if
TRIGGER your players are engrossed in the exchange, and if they
When a PC enters the 5‐foot‐by‐5‐foot trap area, the are roleplaying their characters in realistic manner, you
ward detonates. may be better off foregoing the check to keep the immer‐
EFFECT sion level high. Doing so encourages roleplaying and saves
A 15‐foot‐by‐15‐foot area centered on the ward ex‐ you from having to punish a good role‐player because of a
plodes in fire. Any PC caught in the trap’s area takes bad die roll. The choice, however, is always up to you.
1d6+11 damage from the flames.
ATTRIBUTE CHECK MODIFIERS
DRAGON STATUE TRAP Attribute checks are seldom as simple as they appear. For
LEVEL RESET DETECT DISABLE example, Urath the warrior wants to make a Body check
20 Yes ‐3 ‐3 to break down a door. While this seems straightforward,
TRIGGER it likely requires additional input from you as a GM. This is
where attribute check modifiers come into play. A stone
A PC touches the dragon statue.
door is probably going to be more difficult to break down
EFFECT than a rotten door made of wood. Because of this, you’re
An acrid poison gas spews from the dragon, filling a going to need to apply modifiers to the check.
50‐foot‐by‐50‐foot area centered on the statue. PCs in It would be impossible to create a table for every situa‐
the area take 1d6+15 damage. In addition, each PC in tion and modifier a PC might encounter while
the area is poisoned and takes 15 poison damage at adventuring, and referencing such a table during game
the beginning of each subsequent turn. PCs that begin play would be tedious. For simplicity sake, it’s easier to
their turn in the gas cloud take 1d6+15 damage and assign modifiers based on general difficulty. It’s your job
are poisoned. The gas cloud lingers for 15 minutes be‐ as a GM to assign these difficulty ratings to the task being
fore it dissipates and the trap resets. performed by the PC.
SPECIAL
Due to the complexity of this trap, three disable DIFFICULTY MODIFIERS
checks are required to disarm it. However, all three DIFFICULTY MODIFIER
checks can be performed using a single attack action. EFFORTLESS +6
EASY +4
ATTRIBUTE CHECKS SIMPLE +2
In the course of a normal game session, characters will NORMAL 0
likely need to perform actions or tasks that fall outside TRICKY ‐2
the realm of combat. Examples include negotiating with a HARD ‐4
local baron or searching for a hidden door. This portion of DIFFICULT ‐6
the rules covers the adjudication of attribute checks from
a GM’s perspective. For information on how attribute OPPOSED ATTRIBUTE CHECKS
checks work for PCs, see the Using Attributes section of Sometimes the task a PC needs to perform requires him
the rules. or her to interact with another creature or person. In such
instances, opposed attribute checks come into play.
WHEN TO CALL FOR AN ATTRIBUTE CHECK For example, Sylva the scoundrel wants to sneak past
As a GM, it can be tricky to decide when a PC should make two orcs guards and enter their camp. Instead of making a
an attribute check. Some tasks such as climbing a rocky simple pass or fail Body check to move silently, you could
cliff or examining a magic item to learn its powers are ob‐ have Sylva make a Body check and give you the total re‐
vious candidates for attribute checks. Other times, it may sult. You could then make a Spirit check for the orc
not be so clear. For example, the PCs need to convince a guards. If Sylva rolls higher than the guards, they do not
39
SIMPLICITY
detect her. If the guards roll higher, they spot Sylva. As MAGIC ITEMS
with standard attribute checks, modifiers may apply As mentioned earlier, magic items are rare in the Simplici‐
based on light, terrain, and other conditions. ty Fantasy Roleplaying Game. Unless you decide to allow
it for story purposes, PCs shouldn’t be able to buy magic
TREASURE items in shops or craft magic items themselves. Each mag‐
The Simplicity Fantasy Roleplaying Game is designed to ical item in your game should be individually created by
enable you to focus on the storytelling aspect of your you. While this may seem like a large task, it can be some
game. Running a game where the PCs’ primary motivation of the most rewarding work you do for your game.
is the acquisition of treasure may be fun in certain cir‐
cumstances, but in the long run, a game driven by the IDENTIFYING MAGIC ITEMS
players’ interest in the game world will prove to be more When a PC finds a magic item, they need to make a Mind
satisfying for everyone. Because of this design philosophy, check to see if they can identify its properties. As with all
treasure is less important in Simplicity than in other attribute checks, if desired, you may apply a modifier to
games. Even so, you will want to reward PCs with enough the Mind check based on the power or uniqueness of the
wealth to keep them outfitted in gear, food, and lodging. item.
Below is a table listing what a character’s total wealth
should be upon achieving the indicated level, as well as DISTRIBUTING MAGIC ITEMS
how much gold (or equivalent treasure) a character While magic items are typically given with other treasure,
should find over the course of the level. If you have five they have no gold piece value and do not count toward
PCs in your game, you will need to place five times the the amount of treasure awarded for a level of adventur‐
indicated amount of treasure per level. It is up to you to ing. Because of this, there is no set rule on the number of
decide how you would like to distribute the allotted magic items to distribute per level. How many items you
amount throughout the level’s worth of adventuring. dole out will greatly depend on the power of the items
and the number of PCs in your game.
CHARACTER WEALTH Saturating your game with magic items makes each
LEVEL TOTAL GAIN item a little less special, so it’s probably best to give them
1 ‐ 100 gp out sparingly. A good rule of thumb would be to award
2 100 gp 200 gp one item per level for every four PCs. Another option if
3 300 gp 300 gp you’d like to give out more items is to create items that
4 600 gp 400 gp can only be used once, such as potions or elixirs.
5 1000 gp 500 gp
6 1500 gp 600 gp DESIGNING MAGIC ITEMS
7 2100 gp 700 gp As the GM, you are free to create any type of magic item
8 2800 gp 800 gp you desire. Just keep in mind how the item will affect your
9 3600 gp 900 gp game. There’s nothing wrong with letting your PCs ac‐
10 4500 gp 1000 gp quire powerful items. Just be prepared to adjust your
11 5500 gp 1100 gp game’s skirmish difficulty if you do.
12 6600 gp 1200 gp Below are a few suggested guidelines for building magic
13 7800 gp 1300 gp items, as well as several examples.
14 9100 gp 1400 gp
15 10500 gp 1500 gp 1. Stay away from creating magic items that increase a
16 12000 gp 1600 gp PC’s attribute score.
17 13600 gp 1700 gp 2. Limit the number of items in your game that increase
18 15300 gp 1800 gp a PC’s chance to hit or their damage reduction.
19 17100 gp 1900 gp 3. Create items that are situational and/or conditional.
20 19000 gp 2000 gp 4. Try to create magic items that are useful at all levels.
40
SIMPLICITY
EXAMPLE MAGIC ITEMS entirely up to you. Some GMs let their players advance
Belt of the Mule: This simple leather belt enables its after every session, some after a predefined number of
wearer to carry an additional 50 pounds of weight. In ad‐ skirmishes, and some only after the completion of specific
dition, when the wearer is held by a creature, he or she task or story arc. There is no right or wrong way to give
may make a Body check to break the hold as a gratis ac‐ out levels.
tion, instead of a move action. Weight 1 lb.
Boots of Fanciful Footwork: The wearer of these boots PUTTING IT ALL TOGETHER
may move before and after making a melee attack, but As a Game Master, it’s your job to combine all of the pre‐
their total movement cannot exceed their speed. Weight viously described elements into a cohesive experience.
2 lb. Such an experience is typically called an adventure or
Cloak of Graceful Descent: If the wearer of this cloak quest. A quest can last a single game session or it may
falls from a height greater than 5 feet, they take no dam‐ span several. The choice is up to you. You can also string
age and instead float slowly to the ground at a speed of together many adventures over weeks, or even years,
10 feet per round. The cloak does not allow its wearer to forming an ongoing campaign.
move latterly as he or she descends. Weight 1 lb.
Emerald Amulet of Distraction: Once per skirmish, as a STORYTELLING AND PLAYER CHARACTERS
gratis action, the wearer of this amulet may use it to at‐ As mentioned throughout these rules, the Simplicity Fan‐
tempt to influence a creature within 15 feet. The target of tasy Roleplaying Game was designed with storytelling in
the attack must make a Spirit check or become confused. mind. In spite of the number of times this point has been
Weight: N/A. stressed, it’s worth mentioning again. The rules should
Endless Quiver of Arrows: When an arrow is pulled never interfere with the story of your game.
from this quiver, another replaces it. Weight 3 lb. Of greater importance, however, is the part the PCs play
Giant’s Bane Maul: When making an attack using this in the stories you create. The most successful campaigns
massive hammer, a natural die roll of 18 or greater knocks are usually collaborative efforts, with you and the players
the target to the ground. Also, when used against giants, building the game world together.
the hammer deals an additional 1d4 damage per attack. For example, many players like to create a back‐story
Weight 14 lb. for their characters because it helps them understand
Plate Mail of Retribution: Once per skirmish, when hit their character’s motivations and allows them to role‐play
by a melee attack, the wearer of this armor may deal half their character more effectively. Digging into a PC’s past
of the total damage taken to his or her attacker as a magi‐ and creating quests or adventures that use material from
cal force attack. The wearer still takes the total damage. it not only makes your job as a GM easier, it also gives the
Weight 40 lb. players a higher level of interest in your game.
Ring of Poison Cleansing: When a PC wearing this ring It’s also important to remember the PCs are the heroes
first becomes poisoned, he or she is allowed an immedi‐ of the story. They need to be challenged, not defeated.
ate Body check. If the check is successful, the poison is Set goals for them. Goals are important because they
nullified and has no effect. Weight: N/A. drive the action and the story. Just remember to make
Steel Shield of Claimed Suffering: Once per skirmish, sure the PCs are given a reasonable opportunity to
when an adjacent ally is hit by an attack, the bearer of this achieve those goals.
shield may instead take the damage. Weight 10 lb. Finally, don’t forget to have fun. Fun is the true purpose
Trapspringer Gloves: If the wearer of these gloves rolls of the game. If you’re not having fun, consider stepping
a natural 1 while disarming a trap, the trap does not trig‐ back from your role as a GM for a time. Acting as a GM
ger. Weight: N/A. requires considerably more of a commitment to the game
than being a player, and sometimes you may need a little
CHARACTER ADVANCEMENT break to relax and enjoy the action on the other side of
Magic items and treasure are fine rewards for a job well the table. See if another player is interested in taking the
done, but for a PC, the greatest bonus is obtaining a new reins for a time. You may just be surprised by how many
level. How often you allow your PCs to progress in levels is volunteers you get.
41
SIMPLICITY
OPTIONAL RACES RULES
In Simplicity, race selection falls under the area of HALF‐ELF
roleplaying. A player may choose any race his or her GM Average height: 5’ 9”
allows, and racial selection grants no bonuses. Average weight: 160 lb.
The optional race stat blocks below are for players and Average lifespan: 150 years
GMs who desire character bonuses with race selection. Speed: 30 feet
Using these optional rules will create slightly more power‐ Languages: Common, Elven
ful characters, and the GM may need to adjust skirmish Benefits: As a half‐elf, you gain the Leader ability.
difficulty as a result. Also, you deal +1d4 damage on critical hits with a
To give the GM to more control over each race’s behav‐ weapon type of your choice.
ior and culture, only the basic information is provided and
may be adjusted, if desired. HALF‐ORC
Average height: 6’
DWARF Average weight: 180 lb.
Average height: 4’ 6” Average lifespan: 60 years
Average weight: 190 lb. Speed: 30 feet
Average lifespan: 300 years Languages: Common, Orc
Speed: 25 feet Benefits: As a half‐orc, you gain the Ancestral rage
Languages: Common, Dwarven ability (see below). Also, you deal +1d4 damage on
Benefits: As a dwarf, you gain the Night vision abil‐ critical hits with all two‐handed melee weapons.
ity. Also, you deal +1d4 damage on critical hits with Ancestral rage: Once per skirmish, you may reroll
all axes, hammers, and picks. damage for a single attack and keep the higher re‐
sult.
ELF
Average height: 5’ 9” HALFLING
Average weight: 150 lb. Average height: 4’ 1”
Average lifespan: 500 years Average height: 70 lb.
Speed: 30 feet Average lifespan: 200 years
Languages: Common, Elven Speed: 25 feet
Benefits: As an elf, you gain the Fleet of foot ability Languages: Common
(see below). Also, you deal +1d4 damage on critical Benefits: As a halfling, you gain the Luck’s embrace
hits with all bows and swords. ability (see below). Also, you deal +1d6 damage on
Fleet of foot: Once per skirmish, you may move critical hits with daggers.
your speed as a gratis action on your turn. Luck’s embrace: Once per skirmish, you may reroll
a missed attack.
GNOME
Average height: 4’ 3” HUMAN
Average weight: 130 lb. Average height: 5’ 10”
Average lifespan: 300 years Average weight: 170 lb.
Speed: 25 feet Average lifespan: 75 years
Languages: Common, Gnomish Speed: 30 feet
Benefits: As a gnome, you gain the Arcane inclina‐ Languages: Common
tion ability (see below). Also, you deal +1d4 Benefits: As a human, you gain an extra ability at 1st
damage on critical hits with all mage abilities. level.
Arcane inclination: You gain the Arcane orb ability.
You may use this ability even if you do not have the
Mage ability.
42
SIMPLICITY
ADDITIONAL MONSTERS CYCLOPS
Because the Game Master has complete control over his LEVEL HEALTH MODIFIER SPEED
or her world, the Simplicity rules include only a few mon‐ 11 76 +3 35
ster stat blocks for example purposes. After all, one Game ATTACKS
Master’s interpretation of a troll may be completely dif‐ , MELEE
ferent from another’s. Axe: 1d10+14 damage.
Even so, this special portion of the Simplicity rules con‐ RANGED
tains several additional classic fantasy for Game Masters Throwing rock: 5 rocks; range 25/50; 1d8+11 damage.
to use in their games. As with all the previous monsters, SPECIAL ABILITIES
these are optional, and they should in no way define a Keen eye: A cyclops gains a +2 bonus to all attack rolls.
creature or subset of creatures in your game, unless that
is what you desire. Please feel free to adjust the present‐ DRAGON
ed information in any manner necessary to fit your game These legendary creatures are known for their love of
and style of play. treasure and unpredictable attitudes. The older a dragon
becomes, the larger it grows, and the more treasure it
CENTAUR accumulates. Because of this, many adventures actively
Part horse and part man, centaurs dwell in lush forests seek dragons to slay. To help prevent this, many dragons
and grasslands, acting as protectors of their homes. Most subjugate lesser races to their service.
centaurs are friendly toward other non‐violent races, but Dragons are extremely intelligent. All dragons speak
when something threatens their territory, centaurs fight dragon, common, and a number of additional languages
with deadly intensity. equal to their modifier score. Some dragons have even
Centaurs speak common and a number of other lan‐ been known to learn magic.
guages equal to their modifier score.
SWAMP DRAGON
CENTAUR LEVEL HEALTH MODIFIER SPEED
LEVEL HEALTH MODIFIER SPEED 4 102 +0 30
6 46 +1 40 ATTACKS
ATTACKS , MELEE
, MELEE Claw: 1d10+5 damage.
Sword: 1d10+8 damage. Bite: 1d8+4 damage and 2 poison.
RANGED Tail sweep: The dragon attacks all adjacent creatures.
Bow: 20 arrows; range 75/150; 1d8+6 damage. On a successful hit, each target takes 1d6+3 points of
SPECIAL ABILITIES damage and is knocked down. A swamp dragon can
Gallop: A centaur that does nothing but move on its only use this attack once a round.
turn gains an extra move action. Poisonous breath: The dragon targets a 15‐foot‐by‐15‐
foot area adjacent to itself. Each creature in the space
CYCLOPS is poisoned for 3 damage. A swamp dragon can only
Twice the size of a normal man, these giant one‐eyed hu‐ use this attack once a round.
manoids typically dwell in mountainous regions, SPECIAL ABILITIES
preferring caves as shelters. While not openly hostile to Aquatic: A swamp dragon can swim its speed in a
other races, they prefer solitude and tend to shy away round. In addition, it can breathe underwater.
from the affairs of others. In spite of their penchant for Fly: A swamp dragon can fly at a speed of 40 feet per
privacy from other races, cyclopes are very social among round and hover at any height. While flying, it can only
their own kind. use its poisonous breath attack.
Cyclopes are moderately intelligent and speak common Multi‐attack: A swamp dragon can use up to three at‐
plus a number of languages equal to their modifier score. tack actions on its turn, but it cannot attack the same
enemy more than twice in a round.
43
SIMPLICITY
FOREST DRAGON GARGOYLE
LEVEL HEALTH MODIFIER SPEED Most gargoyles are simply magically animated statues
8 232 +1 30 brought to life by mages to serve as guardians. As such,
ATTACKS they resemble their original statue form in nearly every
, MELEE detail. While a gargoyle may appear as any creature, most
Claw: 1d10+10 damage. are carved to resemble winged demons with horns and
Bite: 1d8+8 damage, and the target is hobbled. vicious teeth.
Tail sweep: The dragon attacks all adjacent creatures. Because they are animations and not living creatures,
On a successful hit, each target takes 1d6+6 points of gargoyles do not need to eat or sleep. They are not capa‐
damage and is knocked down. A forest dragon can on‐ ble of speech, and only obey the orders of their creator.
ly use this attack once a round.
Acid breath: The dragon targets a 20‐foot‐by‐20‐foot GARGOYLE
space adjacent to itself, attacking each creature in the LEVEL HEALTH MODIFIER SPEED
area. On a hit, the acid deals 1d6+6 points of damage. 7 52 +1 30
A forest dragon can only use this attack once a round. ATTACKS
SPECIAL ABILITIES , MELEE
Fly: A forest dragon can fly at a speed of 45 feet per Claw: 1d10+9 damage.
round and hover at any height. While flying, it can only Bite: 1d10+9 damage.
use its acid breath attack. SPECIAL ABILITIES
Multi‐attack: A forest dragon can use up to four attack Fly: A gargoyle can fly at a speed of 20 feet per round,
actions on its turn, but it cannot attack the same ene‐ but it cannot hover in midair.
my more than three times a round. Statue‐like: An unmoving gargoyle appears as a stone
stature. A PC can recognize a gargoyle by making a dif‐
FROSTLAND DRAGON ficult (‐6) Spirit check.
LEVEL HEALTH MODIFIER SPEED
12 410 +2 35 GOBLIN
ATTACKS These small, 3‐foot‐tall, green‐skinned humanoids seem
, MELEE to thrive in almost every landscape and climate. They are
Claw: 1d10+15 damage. cowardly when encountered alone but dangerous in
Bite: 1d8+12 damage, and the target is hobbled. numbers.
Tail sweep: The dragon attacks all adjacent creatures. Much like the civilized races, goblins are capable of spe‐
On a successful hit, each target takes 1d6+6 points of cialized training, with archers, warriors, and even
damage and is knocked down. A frostland dragon can shamans found amongst their ranks. They keep wolves as
only use this attack once a round. pets and for hunting, and have even been known to ride
Frost breath: The dragon targets a 20‐foot‐by‐20‐foot larger specimens of the breed.
area adjacent to itself, attacking each creature in the While goblins have their own leaders, they are equally
space. On a successful hit, the frost deals 1d6+9 points inclined to serve members of other more powerful races.
of damage. A frostland dragon can only use this attack Goblins speak their own language, and most speak
once a round. crude common.
SPECIAL ABILITIES
Fly: A frostland dragon can fly at a speed of 50 feet per GOBLIN GRUNT
round and hover at any height. While flying, it can only LEVEL HEALTH MODIFIER SPEED
use its frost breath attack. ½ 8 +0 25
Multi‐attack: A frostland dragon can use up to five at‐ ATTACKS
tack actions on its turn, but it cannot attack the same
, MELEE
enemy more than three times a round.
Spear: 1d4+2 damage.
44
SIMPLICITY
GOBLIN ARCHER FIVE‐HEADED HYDRA
LEVEL HEALTH MODIFIER SPEED LEVEL HEALTH MODIFIER SPEED
1 16 +0 25 10 350 +1 30
ATTACKS ATTACKS
, MELEE , MELEE
Sword: 1d8+1 damage. Bite: 1d10+13 damage.
RANGED SPECIAL ABILITIES
Bow: 20 arrows; range 75/150; 1d10+2 damage. Multi‐attack: A hydra can use up to five attack actions
SPECIAL ABILITIES on its turn, but it cannot attack the same enemy more
Cowardly: When fleeing a skirmish, a goblin archer than three times in a round.
moves at three times its speed.
OGRE
GOBLIN WARRIOR Ogres are big, dumb, mean‐spirited humanoids that de‐
LEVEL HEALTH MODIFIER SPEED light in scavenging and plundering for their survival. Their
2 22 +0 25 low intelligence makes them prime targets for exploita‐
ATTACKS tion by members of other more manipulative races, who
, MELEE often use the brutes for their raw muscle.
Spear: 1d10+3 damage. Most ogres know only a few select words of other lan‐
RANGED guages. They communicate amongst themselves through
Spear: 5 spears; range 25/50; 1d8+2 damage. a series of grunts, hoots, and exaggerated body language.
SPECIAL ABILITIES
Cowardly: When fleeing a skirmish, a goblin warrior OGRE CHANTER
moves at three times its speed. LEVEL HEALTH MODIFIER SPEED
8 58 +1 30
HYDRA ATTACKS
Hydras resemble wingless, many‐headed dragons. While , MELEE
large and deadly, they are not very bright and have an Knife: 1d10+10 damage.
intellect akin to the average dog. RANGED
The common specimen has five heads, but historical Lashing vine: The ogre chanter flicks its wrist, and a
records recount hydras with up to twice that number. In thorny, whip‐like vine lashes out at an enemy within
addition, some hydras may breathe fire, acid, or even 15 feet, dealing 1d8+8 damage on a successful hit.
lightning from one or more of their heads. SPECIAL ABILITIES
Empowering chant: The ogre chanter calls upon the
THREE‐HEADED BOG HYDRA forces or nature to empower its allies, creating a spirit
LEVEL HEALTH MODIFIER SPEED totem within 25 feet of itself. Allies within 25 feet of
7 156 +1 30 the totem receive a +2 bonus to attack rolls. An ogre
ATTACKS chanter can only use this ability once per skirmish and
, MELEE doing so is the equivalent of an attack action. When
Bite: 1d10+9 damage. the ogre chanter dies, the totem vanishes.
Acid breath: A bog hydra targets a 15‐foot‐by‐15‐foot Healer: An ogre chanter may use its attack action to
area adjacent to itself, attacking each creature in the heal an adjacent creature for 1d10+10 health points.
space. On a hit, the acid deals 1d6+5 points of dam‐
age. The hydra can only use this attack once a round. TROLL
SPECIAL ABILITIES These large gangly creatures have rubbery green skin and
Multi‐attack: A bog hydra can use up to three attack eat anything that moves. They are difficult to kill and will
actions on its turn, but it cannot attack the same ene‐ rise again after death unless dosed with fire or acid. For
my more than twice in a round.
45
SIMPLICITY
all these reasons and more, most races despise trolls and SKELETAL HUMAN SOLDIER
kill them on sight. LEVEL HEALTH MODIFIER SPEED
While trolls are dimwitted, a few have been known to 2 22 +0 30
speak broken common. ATTACKS
, MELEE
TROLL Sword: 1d10+3 damage.
LEVEL HEALTH MODIFIER SPEED RANGED
5 40 +0 30 Bow: 10 arrows; range 75/150; 1d8+2 damage.
ATTACKS SPECIAL ABILITIES
, MELEE Fleshless: A skeletal human soldier takes half damage
Claw: 1d10+6 damage. from weapons in the blade, bow, and pick categories
SPECIAL ABILITIES
Rise again: Unless burned after its death with at least GHOUL
5 points of acid or fire damage, a troll rises again on its LEVEL HEALTH MODIFIER SPEED
next turn with ¼ of its original health. 3 28 +0 30
Regeneration: A troll regenerates twice its level in ATTACKS
health at the beginning of its turn. , MELEE
Bite: 1d10+4 damage.
UNDEAD SPECIAL ABILITIES
Many different types of undead exist. Necromancers ply‐ Feeding need: If a ghoul is within 50 feet of a dying
ing their unsavory skills animate some. Others rise on creature when its turn begins, it can perform no other
their own, perhaps because of a disturbance in or near action but to move toward the dying creature and at‐
their burial site. Still others, such as ghosts, never fully tempt to feed on it. When a ghoul feeds upon a dying
depart the world of the living after their deaths. creature, it perishes immediately.
While skeletons, zombies, ghouls, mummies, ghosts,
wraiths, and other undead differ in size, power, and abili‐ GHOST
ties, they all have one thing in common: they are not LEVEL HEALTH MODIFIER SPEED
living creatures. Because of this, they cannot heal by time 13 88 +2 30
or by “normal” magical means. In fact, healing an undead ATTACKS
creature actually causes it damage, which is a tactic often , MELEE
employed by curates when battling the undead. Weakening touch: 1d10+16 damage and exhausted.
Some undead speak the language they knew when liv‐ SPECIAL ABILITIES
ing, but many are simply mindless shells of unrest. Incorporeal: A human ghost takes half damage from
all attacks except those with the Curate ability re‐
GRAVEYARD ZOMBIE quirement.
LEVEL HEALTH MODIFIER SPEED
1 16 +0 20 MUMMY
ATTACKS LEVEL HEALTH MODIFIER SPEED
, MELEE 18 118 +3 30
Bite: 1d10+2 damage and zombie bite (see below). ATTACKS
SPECIAL ABILITIES , MELEE
Zombie bite: A living creature bitten by a graveyard Draining touch: 1d10+23 damage and necromantic
zombie must make Body check or become diseased. If drain (see below).
the disease isn’t cleansed from the victim within a day, SPECIAL ABILITIES
the victim dies and rises as a graveyard zombie the fol‐ Necromantic drain: When a mummy successfully hits
lowing night. a living creature with its draining touch, it regains half
the damage amount in health points.
46
SIMPLICITY
WYVERN
DESCRIPTION OF PRODUCT IDENTITY
Dragon‐like in appearance, these winged creatures attack With the exception of Product Identity, the contents of these rules are 100% Open Game
Content per version 1.0a of the Open Game License below. Product Identity includes the
using their barbed poison tail, razor sharp claws, and vi‐ names Simplicity™, SwordFin Games™, and all artwork and logos.
cious teeth. A full‐grown wyvern can carry up to 400
OPEN GAME LICENSE Version 1.0a
pounds of weight. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc ("Wizards"). All Rights Reserved.
If trained from a young age, wyverns are capable of 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
serving as aerial mounts. For this reason, wyvern eggs are Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works
and translations (including into other computer languages), potation, modification, correction, addi‐
highly prized with intact eggs selling for around 50 gold tion, extension, upgrade, improvement, compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease,
pieces. sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the
game mechanic and includes the methods, procedures, processes and routines to the extent such con‐
tent does not embody the Product Identity and is an enhancement over the prior art and any
additional content clearly identified as Open Game Content by the Contributor, and means any work
WYVERN covered by this License, including translations and derivative works under copyright law, but specifical‐
ly excludes Product Identity. (e) "Product Identity" means product and product line names, logos and
LEVEL HEALTH MODIFIER SPEED identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, the‐
matic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
5 40 +0 20 formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses
ATTACKS and special abilities; places, locations, environments, creatures, equipment, magical or supernatural
, MELEE abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trade‐
mark clearly identified as Product identity by the owner of the Product Identity, and which specifically
Bite: 1d10+6 damage. excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its products or the associated products contributed
Poison tail: 1d8+5 and 4 poison. to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.
SPECIAL ABILITIES (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the
Fly: A wyvern can fly at a speed of 40 feet per round Open Game Content may only be Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or subtracted from this License
and hover at any height. except as described by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.
Swooping attack: When flying, a wyvern can move be‐ 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of
fore or after any of its attacks, but its total movement this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
cannot exceed its flying speed. When using this ability, perpetual, worldwide, royalty‐free, non‐exclusive license with the exact terms of this License to Use,
the Open Game Content.
the wyvern can only attack with its claws. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include
YETI the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or dis‐
tributing, and You must add the title, the copyright date, and the copyright holder's name to the
These shaggy ape‐like creatures prefer to live in extreme COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
frozen climates. Because they can call other members of compatibility, except as expressly licensed in another, independent Agreement with the owner of each
their species with their howls, yetis are dangerous alone element of that Product Identity. You agree not to indicate compatibility or co‐adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
and deadly when encountered in groups. as expressly licensed in another, independent Agreement with the owner of such Trademark or Regis‐
tered Trademark. The use of any Product Identity in Open Game Content does not constitute a
While yetis prefer an environment inhospitable to most challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.
races, adventures sometimes seek to slay them for their 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
pelts. Tanners typically pay between five and ten gold 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and distribute any Open Game Con‐
pieces for a yeti pelt. tent originally distributed under any version of this License.
Yetis are not intelligent but cannot speak. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
of any Contributor unless You have written permission from the Contributor to do so.
YETI 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental regu‐
LEVEL HEALTH MODIFIER SPEED lation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail
9 64 +1 35 to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
ATTACKS 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be re‐
, MELEE formed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fist: 1d10+11 damage.
SPECIAL ABILITIES System Reference Document Copyright 2000‐2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Yeti howl: When a yeti is reduced to half of its original Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
health total, it howls. There is a 50% chance its howl END OF LICENSE
draws another yeti to the fight. If this happens, the Simplicity™ Copyright 2010‐2011, Dave Zajac. Author Dave Zajac
called creature joins the fight on the yeti’s next turn.
47