Based on my RPG mini-handbook from the 1990s: https://epicsavingthrow.com/rpg-mini-handbook/
SHARED STORIES
Fast RPG is a tabletop role-playing game about shared stories and overcoming challenges set in an imagined world. Most players narrate one character, part of a group of protagonists made up of all the players’ characters. One player takes on the role of the game master (GM) responsible for describing the scenes and situations to which other players narrate their characters’ responses.
If a character attempts something risky or where success or failure would meaningfully affect the story, the player describes the action and the intended outcome (“how” and “why”). Dice are then rolled, and the final total determines the result.
WHAT’S NEEDED
* Space to share a story (around a table or online).
* One character sheet per player.
* An adventure story outline for the Game Master (the GM).
* Several six-sided dice.
* One X-Card per player.
* Pens, pencils, writing paper, or electronic tablets to take notes.
There is no single way to “win” most stories, though characters usually have personal goals to pursue throughout the course of events. The shared story made along the way becomes the players’ biggest reward.
X-CARD SAFETY TOOLS
Any player may tap or hold up an “X” card to skip or modify a scene without explanation. The X-Card is a simple safety tool players can use at any time to pause, skip, or adjust a scene that feels uncomfortable, without needing to explain why. This tool ensures everyone can participate safely and respectfully, maintaining trust and supporting creative play without pressure or judgment. (More info via John Stavropoulos: https://shorturl.at/YG3UJ)
PLAYING THE GAME
* Task Roll: Measure results of an attempted action.
* Saving Throw: Resists or reduces a harmful effect.
* Roll two six-diced dice and add them together (2d6).
* Difficulty: +2 if Easy, -2 Hard, -4 Extreme.
* Aptitude: Add highest bonus if ability or skill fits the task.
* Teamwork: Count only highest bonus and highest pair of rolled dice among team.
* Some tasks may require +1 or better in an aptitude to attempt.
Roll Results
* Total 8 or more: Action succeeds as intended.
* Total 7 or less: Action fails, or succeeds at a cost (time, gear, damage).
* Opposed Task: Highest total of 8 or more succeeds; re-roll ties.
COMMON APTITUDES
* Awareness (perception, intuition, keen senses, reactions)
* Charisma (appeal, confidence, leadership)
* Combat (fighting, using weapons, leading others into battle)
* Communication (persuasion, performance, languages)
* Constitution (health, toughness, vigor, stamina)
* Cunning (deception, stealth, bypassing security, thieving)
* Dexterity (agility, reflexes, dodging, precision)
* Faith (working miracles, sacred lore, favor of the divine)
* Intelligence (deduction, logic, memory, reason, wits)
* Lore (understanding history, natural and social sciences)
* Luck (avoiding harm, good fortune, benefiting from chance)
* Magic (arcane powers, knowing supernatural lore)
* Medical (diagnosis, healing methods, drugs, surgery)
* Primal (wilderness survival, tracking, animal and plant lore)
* Privilege (influence, authority, high status in society)
* Strength (physical prowess, brawn, encumbrance)
* Tech (working with machines, networks, complex systems)
* Wisdom (empathy, courage, insight, resolve, willpower)
The Luck Aptitude
* May be used as a “jack-of-all-trades” bonus when no other relevant aptitude applies or when all related aptitudes are lower than the Luck bonus.
* If task attempted using Luck bonus fails, Luck aptitude drops to +0 for 1d6 minutes (story character time, not player time).
* Luck cannot be used to meet minimum aptitude requirements for restricted tasks.
NEW CHARACTERS & LEVELS
* Heroic characters start at Level 5 with five bonus points spread across three or more aptitudes.
* Increasing a character’s Level is determined by the Game Master based on reaching story milestones or character goals.
* Each new level allows a character to add +1 to one aptitude.
COMBAT
* Each combat round lasts about 6 seconds.
* Characters describe movements and attempted actions in turns.
* In one turn, do one move and one action, or one double move and no actions.
* Attacking is single action (though may be multiple swings or shots).
* Attacks cause damage to reduce targets’ hit points.
* Armor reduced damage per hit before reducing a target’s h.p.
Initiative Each Round
* Roll or re-roll at start of each round.
* 8 or more: Take turn before non-player characters in round.
* 7 or less: Take turn after non-player characters in round.
* When in doubt, higher initiative rolls act before lower rolls.
Movement Per Turn
* 30 feet (10 meters) and take one action.
* 60 feet (20 meters) and take no actions.
* Crawling, climbing, or swimming halves speed.
* Hindering terrain (ice, swamp, rubble, crowded rooms) halves speed.
* “Twice halved” speed equals one-quarter speed.
Ranges
* Touching: Held, grappled, connected.
* Melee Range: Up to 6 feet (2 meters) (assumes attacker can move).
* Throwing Range: Up to 50 feet (15 m) (rock, dagger).
* Short Shooting: Up to 330 feet (100 m) (bow, pistol, shotgun).
* Long Shooting: Up to 1,000 feet (600 m) (rifles, beam weapon).
* Distant Range: Up to 15 miles (25 km) (artillery, cannons).
Attacking
* 8 or more: Hit target(s) for damage.
* 7 or less: Cause no damage (missed or deflected).
Other Combat Rules
* Heavy weapons require two free hands to use for an attack.
* Dual-wielding two weapons counts as one attack increased by one damage step (two daggers do 1d6 damage per attack, two swords or pistols do 2d6 damage).
Damage
* Reduces target’s Hit Points (h.p.)
* Light weapon (punch, rock): 1d6/2 damage
* Medium weapon (sword, pistol): 1d6 damage
* Heavy weapons (polearm, assault rifle): 2d6 damage
* Multiple targets: Divide rolled damage among targets.
Armor
* Reduces damage per hit before losing Hit Points
* Light armor (leather): -2 damage per hit
* Medium armor (chainmail): -4 damage per hit
* Heavy armor (platemail): -6 damage per hit
* Shield: additional -1 per hit
Hit Points (h.p.)
* Total Hit Points equals twice the sum of aptitude bonuses (2 h.p. per +1).
* Constitution, Combat, and Luck aptitudes count double (4 h.p. per +1).
* At 0 hit points or less, unconscious and 1 in 6 chance of death at end of `each turn.
* Medical aid success removes chance of death until damaged again.
* For living beings, heal 1 h.p. per hour of rest.
* If under others’ care, add highest Medical bonus to h.p. recovered per hour of rest.
Object Hit Points
* At 0 hit points or less, device inoperable, shut downs, loses control.
* Any new damage permanently ruins the object beyond repair.
* For objects, restore 1 h.p. per hour of repair work.
* Add workers’ highest Tech bonus to h.p. repaired per hour of work.
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APTITUDE BENCHMARKS
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GENERAL
* –2: severely deficient or incapable
* +0 (default): typical adult competence
* +1: trained professional or high talent
* +2: experienced, veteran, expert
* +4: elite, master, legendary in field
LORE
* -2: No formal education, low literacy
* +0: High school education
* +1: Bachelor’s degree from university or college
* +2: Master’s degree from university or college
* +4: Doctorate degree from university or college
PRIVLEDGE (MEDIEVAL)
* -2: Disenfranchised (serfs without land rights, debt-bound peasants)
* -1: Lower Class (field hands, miners, castle scullions)
* +0: Low Middle Class (scribes, carpenters, shipwrights, town guards)
* +1: High Middle Class (master guild members, prosperous traders, magistrates)
* +2: Upper Class (high nobility, counts, archbishops, merchant princes)
* +5: Sovereign (Hemisphere) (king/queen of large kingdom, continent-spanning dominion)
* +10: Sovereign (Planet) (emperor ruling a whole world)
PRIVLEDGE (MODERN)
* -2: Disenfranchised (dregs of society, homeless, convicts)
* -1: Lower Class (underclass, minimal labor, welfare)
* +0: Low Middle Class (clerical, “blue collar” workers)
* +1: High Middle Class (salaried professionals, middle management)
* +2: Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* +4: Sovereign (ruler of a nation or multinational corporation)
* +8: Sovereign (Superpower) (ruler of huge nation with big military and economy)
STRENGTH WEIGHT LIMITS
* -1: Carry 12 lbs. (5.5 kg), lift 50 lbs. (22 kg)
* +0: Carry 25 lbs. (11 kg), lift 100 lbs. (45 kg)
* +1: Carry 40 lbs (18 kg), lift 150 lbs. (70 kg)
* +2: Carry 55 lbs. (25 kg), lift 225 lbs. (100 kg)
* +3: Carry 85 lbs. (40 kg), lift 340 lbs. (150 kg)
* +4: Carry 125 lbs. (55 kg), lift 500 lbs. (230 kg)
* +5: Carry 190 lbs. (85 kg), lift 760 lbs. (340 kg)
Strength beyond human limits…
* +6: Carry 285 lbs. (130 kg), lift 1,140 lbs. (520 kg)
* +7: Carry 425 lbs. (190 kg), lift 1,700 lbs. (780 kg)
* +8: Carry 500 lbs. (225 kg), lift 1 ton
* +9: Carry 1,000 lbs. (450 kg), lift 2 tons
* +10: Carry 1,500 lbs. (680 kg), lift 3 tons
* +11: Carry 1 ton, lift 4 tons
* +12: Carry 1.5 tons, lift 6 tons
* +13: Carry 2.25 tons, lift 9 tons
* +14: Carry 3.25 tons, lift 13 tons
* +15: Carry 5 tons, lift 20 tons
* +16: Carry 7.5 tons, lift 30 tons
* +17: Carry 11 tons, lift 45 tons
* +18: Carry 16 tons, lift 65 tons
* +19: Carry 25 tons, lift 100 tons
* +20: Carry 37 tons, lift 150 tons
* +21: Carry 55 tons, lift 222 tons
* +22: Carry 85 tons, lift 340 tons
* +23: Carry 125 tons, lift 500 tons
* +24: Carry 190 tons, lift 760 tons
* +25: Carry 300 tons, lift 1,200 tons
* +26: Carry 425 tons, lift 1,700 tons
* +27: Carry 625 tons, lift 2,500 tons
* +28: Carry 950 tons, lift 3,800 tons
* +29: Carry 1,400 tons, lift 5,700 tons
* +30: Carry 2,100 tons, lift 8,650 tons
* +31: Carry 3,200 tons, lift 13,000 tons
* +32: Carry 4,700 tons, lift 19,000 tons
* +33: Carry 7,500 tons, lift 30,000 tons
* +34: Carry 11,000 tons, lift 44,000 tons
* +35: Carry 16,000 tons, lift 65,000 tons
* +36: Carry 25,000 tons, lift 100,000 tons
* +37: Carry 37,500 tons, lift 150,000 tons
* +38: Carry 56,000 tons, lift 225,000 tons
* +39: Carry 85,000 tons, lift 340,000 tons
* +40: Carry 125,000 tons, lift 500,000 tons
* +41: Carry 190,000 tons, lift 760,000 tons
* +42: Carry 27,500 tons, lift 1.1 million tons
* +43: Carry 42,500 tons, lift 1.7 million tons
* +44: Carry 62,500 tons, lift 2.5 million tons
* +45: Carry 95,000 tons, lift 3.8 million tons
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TRAVEL BENCHMARKS
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TRAVEL SPEED PER HOUR
* Walking: 3 mph (5 kph) (human on foot)
* Riding: 6 mph (10 kph) (mounted on light horse)
* Shipping: 25 mph (40 kph) (cargo freighter at sea)
* Driving (Normal): 55 mph (90 kph) (automobile on highway)
* Driving (Maximum): 300 mph (480 kph) (elite sports car on track)
* Flying (Slow): 150 mph (240 kph) (propeller aircraft)
* Flying (Fast): 560 mph (900 kph) (modern airliner)
* Flying (Supersonic, Mach 1.5): 1,400 mph (2,250 kph) (fighter jet)
* Flying (Hypersonic, Mach 5): 3,800 mph (6,000 kph) (missiles, spacecraft)
FASTER-THAN-LIGHT SPEED PER DAY
* FTL Speed 1: 0.5 light year (“jump 1” or “warp 5”)
* FTL Speed 2: 1.0 light year (“jump 2” or “warp 6”)
* FTL Speed 3: 1.5 light years (“jump 3”)
* FTL Speed 4: 2.0 light years (“jump 4” or “warp 7”)
* FTL Speed 5: 2.5 light years (“jump 5”)
* FTL Speed 6: 3.0 light years (“jump 6” or “warp 8”)
* FTL Speed 7: 3.5 light years
* FTL Speed 8: 4.0 light years (“warp 9”)
* FTL Speed 9: 4.5 light years (“warp 9.2”)
* FTL Speed 10: 5.0 light years (“warp 9.6”)
Or, if set in a great big galaxy far, far away…
* Hyperdrive Speed 1: 5,000 light years (“0.1 past light speed”)
* Hyperdrive Speed 2: 10,000 light years (“0.2 past light speed”)
* Hyperdrive Speed 3: 15,000 light years (“0.3 past light speed”)
* Hyperdrive Speed 4: 20,000 light years (“0.4 past light speed”)
* Hyperdrive Speed 5: 25,000 light years (“0.5 past light speed”)
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EXAMPLE CHARACTERS
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LEVELS
* Levels 1 to 4: Local figures stepping into danger. Potential heroes.
* Levels 5 to 8: Known problem-solvers. Action heroes. Adventurers. Experts.
* Level 9 to 12: Movers and shakers. Known across the region. Master heroes.
* Level 13 to 16: Heroic living legends. Known across nations or history.
* Level 17 to 150: World shapers and saviors. Epic heroes. Superheroes.
* Level 150 to 500: Mythic figures. Demigods. Elite superheroes.
* Beyond Level 500: Entities of cosmic power.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ROBIN HOOD (Level 9)
11th century outlaw, leader of The Merry Men of Sherwood Forest, famed champion to the poor and infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.
Task Rolls, Saving Throws
* Roll two dice (2d6) and add one aptitude bonus (if it fits)
* 8 or more: Success as intended (how and why works)
* 7 or less: Failure, or success at a cost (time, gear, damage)
* Opposed Task: Highest total of 8 or more succeeds; re-roll ties
Aptitudes
* +3 Combat (fighting, using weapons, leading others into battle)
* +2 Charisma (appeal, confidence, leadership)
* +2 Cunning (deception, stealth, bypassing security, thieving)
* +1 Dexterity (agility, reflexes, dodging, precision)
* +1 Luck (avoiding harm, good fortune, benefiting from chance)
Combat
* 26 Hit Points, wears light armor (-2 h.p. per hit).
* On turn, move 30 ft. (10 m) and do an action, or move 60 ft. (20 m) with no action.
* Sword (damage 1d6, melee range).
* Bow and arrow (damage 1d6, short shooting range up to 330 feet, 100 m).
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
SHERLOCK HOLMES (Level 14)
Late 19th century master consulting detective, famous for solving difficult criminal cases across London.
Aptitudes
* +4 Awareness (perception, intuition, keen senses, reactions)
* +4 Lore (understanding history, natural and social sciences)
* +3 Intelligence (deduction, logic, memory, reason, wits)
* +2 Cunning (deception, stealth, bypassing security, thieving)
* +1 Combat (fighting, using weapons, leading others into battle)
Combat
* 34 Hit Points, no armor
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
MORGAN LE FEY (Level 16)
6th century Welsh noble, scheming enchantress, both loves and hates her half-brother, King Arthur Pendragon.
Aptitudes
* +1 Intelligence (deduction, logic, memory, reason, wits)
* +4 Privilege (influence, authority, high status in society)
* +1 Wisdom (empathy, courage, insight, resolve, willpower)
* +1 Awareness (perception, intuition, keen senses, reactions)
* +2 Communication (persuasion, performance, languages)
* +3 Magic (arcane powers, knowing supernatural lore)
* +1 Primal (wilderness survival, tracking, animal and plant lore)
Powers
* +1 Divination (suddenly gain an answer to a question)
* +2 Enchantment (create false feelings, loyalty, or memories in another’s mind)
* +1 Healing (restore hit points and ability scores, cure disease and afflictions)
* +1 Illusion (create and control false visions, sounds, smells, and other senses)
* +1 Nature (sense and control normal animals, plants, and weather)
Combat
* 26 Hit Points, no armor