Based on a combination of B/X and 5E rules.
X-CARD (safety tool)
* Tap or display to stop, reset, and redo the scene.
* More info via John Stavropoulos: https://shorturl.at/YG3UJ
FIVE KEY GAME RULES
1.) All uncertain or important actions are resolved with a 20-sided die roll (d20).
2.) Ability scores (STR, DEX, CON, INT, WIS, CHA) set the minimum d20 roll needed for success and effect points for results (like damage in combat).
3.) Advantage means rolling two d20s and using only the higher result, or disadvantage to use only the lower roll.
4.) Aptitudes and special gear that fit the attempted task add to the d20 roll result and effect points.
5.) A d20 “natural 20” doubles effect points. A “natural 1” always fails.
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.
Starting Ability Scores (Level 1)
* Realistic: Assign 13, 12, 11, 10, 9, and 8, or roll and total 3d6 (3 to 18) each.
* Heroic: Assign 15, 14, 13, 12, 10, and 8, or roll and total 2d6+4 (6 to 16) each.
* Super Heroic: Assign 18, 14, 13, 12, 11, and 10, or roll 2d6+8 (10 to 20) each.
* Aptitudes: Assign +1 to two different aptitudes.
Leveling Up (benefits each time Level increases)
* Choose to add +1 to two different aptitudes.
* Increase maximum total hit points by base h.p.
* Each ability score has 1 in 20 chance of increasing by 1 (roll of 20 on d20).
CHARACTER ABILITIES
* Strength (STR) (physical prowess, brawn, encumbrance)
* Dexterity (DEX) (agility, reflexes, dodging, precision)
* Constitution (CON) (health, toughness, vigor, stamina)
* Intelligence (INT) (deduction, logic, memory, reason, wits)
* Wisdom (WIS) (empathy, courage, insight, resolve, willpower)
* Charisma (CHA) (appeal, charm, confidence, leadership)
TASK ROLLS AND SAVING THROWS BY ABILITY SCORE
* Ability Score 1 (roll 14 or more for 0 effect points)
* Ability Score 2 to 3 (roll 13 or more for 1 effect points)
* Ability Score 4 to 5 (roll 12 or more for 2 effect points)
* Ability Score 6 to 8 (roll 11 or more for 3 effect points)
* Ability Score 9 to 12 (roll 10 or more for 4 effect points)
* Ability Score 13 to 15 (roll 9 or more for 5 effect points)
* Ability Score 16 to 17 (roll 8 or more for 6 effect points)
* Ability Score 18 to 19 (roll 7 or more for 7 effect points)
* Ability Score 20 to 21 (roll 6 or more for 8 effect points)
Modifiers on tasks, saving throws, and effect points modifiers…
* +Aptitude score (if fits task).
* +Gear bonus (if fits task).
Situational modifiers…
* Advantage: Roll two d20s, use higher result.
* Disadvantage: Roll two d20s, use lower result.
* Opposing causes of advantage and disadvantage cancel out one-for-one.
DIFFICULTY (5E DC)
* East: Roll with Advantage (two d20s, use highest die)
* Hard: Roll with Disadvantage (two d20s, use lower die) (DC 15 to 24)
* Extreme: Roll with “extra” Disadvantage (three d20s, use lowest die) (DC 25 to 35)
OPPOSED TASKS: Most effect points wins; if tied, result inconclusive.
TEAMWORK: Use team’s highest Ability Score paired with the bonus from the highest Aptitude among team.
CRITICAL RESULTS: A d20 “natural 20” doubles effect points. A “natural 1” always fails.
COMMON APTITUDES (bonus to d20 rolls and effect points when applies to task)
* Awareness (perception, intuition, keen senses, reactions)
* Combat (fighting, using weapons, leading others into battle)
* Cunning (deception, stealth, bypassing security, thieving)
* Knowledge (academics, history, natural and social sciences)
* Primal (wilderness survival, tracking, animal and plant lore)
* Tech (working with machines, vehicles, digital networks)
Less common aptitudes (genre-specific)…
* Faith (working miracles, sacred lore, favor of the divine)
* Magic (arcane powers, knowing supernatural lore)
* Privilege (influence, authority, high status in society)
* Psi (psychic powers, superior mental abilities)
HIT POINTS (h.p.)
* Total Hit Points: Maximum total h.p. = Constitution effect points x Level. If a character has Combat aptitude +1 or more, add the Combat bonus to total h.p.
* Damage: Hit points are reduced by effect points from successful attacks and hazards not avoided though saving throws.
* Death: At 0 hit points, creatures become unconscious and dying. Machines are inoperable. After a number of round equal to a dying creature’s Constitution effect points, the creature permanently dies.
* Aid: A dying creature may be given aid once per round before death to recover a number of hit points equal to the dying creature’s Constitution effect points + the aiding character’s Medical aptitude. Once current hit points reach 1 h.p., aid no longer restores lost hit points.
* Natural Healing: Per hour of rest, a creature recovers 1 h.p. per Constitution effect point. Double the recovery rate under medical care (hospital, med bay).
MOVEMENT
* Turn: 30 feet (10 meters) per 6-second round (double distance if attempting no other actions).
* Travel: 3 miles per hour (5 kilometers per hour) by walking.
* Reduce by half if crawling, climbing, swimming, or moving through hindering terrain (ice, swamps, rubble, crowded rooms).
COMBAT
* Surprise: Wisdom check needed to act in first round. (Awareness gives bonus on roll.)
* Initiative: Dexterity check to act before opposition (Combat gives bonus); failure acts after opposition in any order.
* Attack: Strength task to hit for unarmed or melee attacks, Dexterity task to hit with ranged attacks.
* Target Defense Modifiers: Target’s Dexterity, armor and range (see below).
* Multiple Targets: Roll once, divide effect points (damage) among two or more targets able to be hit after modifiers apply.
* Hits: Reduce a target’s hit points by attacker’s effect points (damage).
* Dying: At 0 hit points or less, creatures are dying and machines inoperable.
* Permanent death after rounds equal to creature’s Constitution score.
* Revival: Aid task roll restores h.p. equal to target’s Constitution effect points and aiding character’s Medical aptitude bonus.
* Repairs: Work task roll restores h.p. equal to machine’s Constitution effect points and aiding character’s Tech aptitude bonus.
* Healing: Automatically recover Constitution effect points per hour of rest.
Target’s Dexterity (if no or light armor only)
* +4 … Dexterity Score 1
* +3 … Dexterity Score 2 to 3
* +2 … Dexterity Score 4 to 5
* +1 … Dexterity Score 6 to 8
* +0 … Dexterity Score 9 to 12
* -1 … Dexterity Score 13 to 15
* -2 … Dexterity Score 16 to 17
* -3 … Dexterity Score 18 to 19
* -4 … Dexterity Score 20 to 21
Target’s Armor Modifiers (modern D&D Armor Class/old AD&D Armor Class)
* +0 … Unprotected, no armor (AC 10/AC 10)
* -2 … Light armor (leather armor, “bulletproof” vest) (AC 12/AC 8)
* -5 … Medium armor (chainmail, tactical suit) (AC 15/AC 5)
* -8 … Heavy armor (plate mail, bomb squad armor) (AC 18/AC 3)
* -11 … Superheavy armor (sci-fi mech suit) (AC 21/AC 0)
* -1 … Shield (AC +1/AC -1)
Range Modifiers (Ranged Weapons Only)
* +2 … Touching: Held, grappled, connected
* +0 … Melee Range: Up to 6 feet (2 meters)
* -1 … Throwing Range: 50 feet (15 m) (hand axes, spears, shotguns)
* -2 … Short Shooting: 330 feet (100 m) (bows, javelins, pistols)
* -4 … Long Shooting: 2,000 feet (600 m) (rifles, beam weapons)
* -8 … Distant Range: 15 miles (25 km) (artillery, cannons)
Weapon Effect (Damage) Modifiers
* x0.5 … Light weapon (dagger, thrown stone)
* x2 … Heavy weapon (greatsword, pole arm, automatic rifle)
* +Combat aptitude (added after light or heavy multiplier)
Special Combat Rules
* Dual Wielding: Two light weapons count as one standard weapon attack. Two standard weapons count as one heavy weapon.
* Full Autofire: If 10 or more rounds are fired from a gun, add +3 to both the attack task roll and effect points.
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EXPANDED RULES
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ENCUMBRANCE LIMITS
The weight that can be carried for an extended period of time is based on a character’s Strength ability score. Lifting limits assumes no more than one round of effort.
* 1 Strength: Carry 2.5 lbs. (1 kg), lift 10 lbs. (5 kg)
* 2 to 3 Strength: Carry 6 lbs. (3 kg), lift 25 lbs. (11 kg)
* 4 to 5 Strength: Carry 12 lbs. (5.5 kg), lift 50 lbs. (22 kg)
* 6 to 8 Strength: Carry 25 lbs. (11 kg), lift 100 lbs. (45 kg)
* 9 to 12 Strength: Carry 40 lbs (18 kg), lift 150 lbs. (70 kg)
* 13 to 15 Strength: Carry 55 lbs. (25 kg), lift 225 lbs. (100 kg)
* 16 to 17 Strength: Carry 85 lbs. (40 kg), lift 340 lbs. (150 kg)
* 18 to 19 Strength: Carry 125 lbs. (55 kg), lift 500 lbs. (230 kg)
* 20 to 21 Strength: Carry 190 lbs. (85 kg), lift 760 lbs. (340 kg)
* 22 to 23 Strength: Carry 285 lbs. (130 kg), lift 1,140 lbs. (520 kg)
* 24 to 25 Strength: Carry 425 lbs. (190 kg), lift 1,700 lbs. (780 kg)
* 26 to 27 Strength: Carry 500 lbs. (225 kg), lift 1 ton
* 28 to 29 Strength: Carry 1,000 lbs. (450 kg), lift 2 tons
* 30 to 31 Strength: Carry 1,500 lbs. (680 kg), lift 3 tons
* 32 to 33 Strength: Carry 1 ton, lift 4 tons
* 34 to 35 Strength: Carry 1.5 tons, lift 6 tons
* 36 to 37 Strength: Carry 2.25 tons, lift 9 tons
* 38 to 39 Strength: Carry 3.25 tons, lift 13 tons
* 40 to 41 Strength: Carry 5 tons, lift 20 tons
* 42 to 43 Strength: Carry 7.5 tons, lift 30 tons
* 44 to 45 Strength: Carry 11 tons, lift 45 tons
* 46 to 47 Strength: Carry 16 tons, lift 65 tons
* 48 to 49 Strength: Carry 25 tons, lift 100 tons
* 50 to 51 Strength: Carry 37 tons, lift 150 tons
* 52 to 53 Strength: Carry 55 tons, lift 222 tons
* 54 to 55 Strength: Carry 85 tons, lift 340 tons
* 56 to 57 Strength: Carry 125 tons, lift 500 tons
* 58 to 59 Strength: Carry 190 tons, lift 760 tons
* 60 to 61 Strength: Carry 300 tons, lift 1,200 tons
* 62 to 63 Strength: Carry 425 tons, lift 1,700 tons
* 64 to 65 Strength: Carry 625 tons, lift 2,500 tons
* 66 to 67 Strength: Carry 950 tons, lift 3,800 tons
* 68 to 69 Strength: Carry 1,400 tons, lift 5,700 tons
* 70 to 71 Strength: Carry 2,100 tons, lift 8,650 tons
* 72 to 73 Strength: Carry 3,200 tons, lift 13,000 tons
* 74 to 75 Strength: Carry 4,700 tons, lift 19,000 tons
* 76 to 77 Strength: Carry 7,500 tons, lift 30,000 tons
* 78 to 79 Strength: Carry 11,000 tons, lift 44,000 tons
* 80 to 81 Strength: Carry 16,000 tons, lift 65,000 tons
* 82 to 83 Strength: Carry 25,000 tons, lift 100,000 tons
* 84 to 85 Strength: Carry 37,500 tons, lift 150,000 tons
* 86 to 87 Strength: Carry 56,000 tons, lift 225,000 tons
* 88 to 89 Strength: Carry 85,000 tons, lift 340,000 tons
* 90 to 91 Strength: Carry 125,000 tons, lift 500,000 tons
* 92 to 93 Strength: Carry 190,000 tons, lift 760,000 tons
* 94 to 95 Strength: Carry 275,000 tons, lift 1.1 million tons
* 96 to 97 Strength: Carry 425,000 tons, lift 1.7 million tons
* 98 to 99 Strength: Carry 625,000 tons, lift 2.5 million tons
* 100 to 101 Strength: Carry 950,000 tons, lift 3.8 million tons
EXPANDED RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters)
* Throwing Range: 50 feet (15 m) (hand axes, spears, shotguns)
* Short Shooting: 330 feet (100 m) (bows, javelins, pistols)
* Long Shooting: 2,000 feet (600 m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)
* Orbital Range: 60 miles (100 km) (cruise missile)
* Short Astronomical: 600 miles (1000s km) (low-Earth orbit satellite weapon)
* Medium Astronomical: 10,000s miles (or km) (geostationary satellite weapon)
* Long Astronomical: 100,000s miles (or km) (starship beam weapons)
* Distant Astronomical: 1,000,000s miles (or km) (starship missile weapons)
* Stellar Subsystem: 100s millions miles (or km) (astronomical units)
* Stellar System: Billions miles (or km) (limits of solar system)
* Parsec: Trillions miles (or km) (a few light years)
* Subsector: 10s light years
* Sector: 100s light years
* Quadrant: 1,000s light years
* Galactic: 10,000s light years
* Intergalatic (100,000s light years
* Supercluster: Millions of light years
* Universal: Billions of light years
PRIVILEGE APTITUDE (Medieval)
* 3 or less Privilege: Outcast (exiles, escaped thralls, oathbreakers, marked heretics)
* 4 to 5 Privilege: Disenfranchised (serfs without land rights, debt-bound peasants)
* 6 to 8 Privilege: Lower Low Class (indigent, homeless, beggar monks)
* 9 Privilege: Middle Low Class (field hands, miners, castle scullions)
* 10 Privilege: Upper Low Class (tenant farmers, shepherds, porters)
* 11 Privilege: Lower Middle Class (scribes, carpenters, shipwrights, town guards)
* 12 Privilege: Middle Class (trade craftsmen, minor merchants, innkeepers, ship captains)
* 13 to 15 Privilege: Upper Middle Class (master guild members, prosperous traders, magistrates)
* 16 to 19 Privilege: Lower Upper Class (lesser nobility, knights, barons, abbots, court wizards)
* 20 to 25 Privilege: Middle Upper Class (high nobility, counts, archbishops, merchant princes)
* 26 or more Privilege: Sovereign (Hemisphere) (king/queen of large kingdom, continent-spanning dominion)
PRIVILEGE APTITUDE (MODERN)
* 3 or less Privilege: Outcast (criminals or slaves)
* 4 tp 5 Privilege: Disenfranchised (dregs of society)
* 6 to 8 Privilege: Lower Low Class (indigent, homeless)
* 9 Privilege: Middle Low Class (underclass, minimal labor, welfare)
* 10 Privilege: Upper Low Class (working poor, minimal skill jobs)
* 11 Privilege: Lower Middle Class (clerical, “blue collar” workers)
* 12 Privilege: Middle Class (semi-professionals and trade craftsmen)
* 13 to 15 Privilege: Upper Middle Class (salaried professionals, middle management)
* 16 to 19 Privilege: Lower Upper Class (capitalists, top-level executives and politicians, “top 1%”)
* 20 to 24 Privilege: Middle Upper Class (elites, “top 0.1%” super rich, celebrities and top execs)
* 25 to 34 Privilege: Sovereign (Nation) (ruler of a large nation or multinational corporation)
* 35 or more Privilege: Sovereign (Superpower) (ruler of huge nation with big military and economy)
TECHNOLOGY LEVELS
* 1 (Negligible): No tools or shelters.
* 2 to 3 (Minimal): Crude tool and shelter development.
* 4 to 5 (Extremely Low): Stone age tools from natural materials, simple shelters.
* 6 to 8 (Very Low): Metal tools, industrial manufacturing, science, and mathematics.
* 9 to 12 (Low): Mechanical to atomic ages, electricity in wide use, viral science and vaccines.
* 13 to 15 (Moderate): Early stellar age, varied power sources, bionics and cybernetics.
* 16 to 17 (High): Slow faster-than-light space travel, antigravity tech, terraforming.
* 18 to 19 (Very High): Quick faster-than-light space travel, perfect cloning, recorded memories.
* 20 to 24 (Extremely High): Self-aware starships, custom lifeforms, orbital teleporters.
* 25 or more (Ultra High): Interstellar teleporters, manufactured worlds, mobile planets. (Per Arthur C. Clarke, “sufficiently advanced technology indistinguishable from magic.”)
MAGIC LEVELS (Maximum spell level possible)
* 1 (Negligible): Dead magic area, only superstition and false miracle tales.
* 2 to 3 (Minimal): Minor omens, blessings, curses, hedge magic. (Max. 1st level.)
* 4 to 5 (Extremely Low): Spirit contacts, weak enchantments, slow spell casting. Encountering magical beings a once-in-a-lifetime event. (Max. 2nd level.)
* 6 to 8 (Very Low): Folk magic, alchemy, summonings. Magical beings rare and often considered only legends. (Max. 4th level.)
* 9 to 12 (Low): Supernatural beings uncommon but understood. Magic use is considered a gift or threat, often kept hidden. (Max. 8th level.)
* 13 to 15 (Moderate): Supernatural beings common, magic use part of everyday life and travel. Society mixes magical and mundane peoples. (No maximum.)
* 16 to 17 (High): All of society uses magic: Flying fortresses, weather control, frequent planar travel. Society is led by the greatest magic users. (No maximum.)
* 18 to 19 (Very High): Everything is magical, “gods” walk among society, natural itself follows social norms (courts of the seasons, the fey realm, the ghostly netherworld). (No maximum.)
* 20 to 24 (Extremely High): Archmages create demiplanes, create and transform species, and influence time itself. (No maximum.)
* 25 or more (Ultra High): Reality is fully mutable to every magic user’s whim for either a new order or total chaos.
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POWERS
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SPELLS PER LEVEL
DIVINE SPELLS PER DAY (Level 1/2/3/4/5)
* +1 Faith: –/–/–/–/–
* +2 Faith: 1/–/–/–/–
* +3 Faith: 2/–/–/–/–
* +4 Faith: 2/1/–/–/–
* +5 Faith: 2/2/–/–/–
* +6 Faith: 2/2/1/1/–
* +7 Faith: 2/2/2/1/1
* +8 Faith: 3/3/2/2/1
* +9 Faith: 3/3/3/2/2
* +10 Faith: 4/4/3/3/2
* +11 Faith: 4/4/4/3/3
* +12 Faith: 5/5/4/4/3
* +13 Faith: 5/5/5/4/4
* +14 Faith: 6/5/5/5/4
ARCANE SPELLS PER DAY (Level 1/2/3/4/5/6)
* +1 Magic: 1/–/–/–/–/–
* +2 Magic: 2/–/–/–/–/–
* +3 Magic: 2/1/–/–/–/–
* +4 Magic: 2/2/–/–/–/–
* +5 Magic: 2/2/1/–/–/–
* +6 Magic: 2/2/2/–/–/–
* +7 Magic: 3/2/2/1/–/–
* +8 Magic: 3/3/2/2/–/–
* +9 Magic: 3/3/3/2/1/–
* +10 Magic: 3/3/3/3/2/–
* +11 Magic: 4/3/3/3/2/1
* +12 Magic: 4/4/3/3/3/2
* +13 Magic: 4/4/4/3/3/3
* +14 Magic: 4/4/4/4/3/3
SPELL LISTS
First Level Clerical Spells
1. Cure/Cause Light Wounds: One touched target recovers or loses hit points equal to your effect points.
2. Detect Evil: For one hour, you know when creatures with evil intentions or evilly enchanted objects come within throwing range.
3. Detect Magic: For 20 minutes, you can make magical persons, places, or things within throwing range glow on command.
4. Light/Darkness: For two hours, you make an object either shine with light equal to a torch or obscure all light in a similar radius.
5. Protection from Evil: For two hours, you gain +1 on all saving throws. Also, enemies suffer -1 to attack you unless you attack them.
6. Purify Food and Water: Within throwing range, either three gallons (11 liters) of water or enough food for a dozen people becomes safe and usable, even if spoiled or poisoned.
7. Remove/Cause Fear: For 20 minutes, a touched creature either has no fear and gains a +your Level bonus to save versus magical fear, or must succeed at a saving throw to avoid becoming frightened and fleeing from you.
8. Resist Cold: For one hour, one touched creature ignores freezing temperatures, gains a +2 bonus on saving throws versus cold effects, and reduces damage from cold by half your effect points.
or
8. Resist Aspect: For one hour, one touched creature ignores one type of environmental condition, gains a +2 bonus on saving throws versus such effects, and reduces damage from from that element by half your effect points. Choose one aspect at casting: acid, cold, heat/fire, lightning/electricity, poison, or thunder/sonic effects.
Second Level Clerical Spells
1. Bless/Blight
2. Find Traps
3. Know Alignment
4. Hold Person
5. Resist Fire
6. Silence 15-Foot Radius
7. Snake Charm
8. Speak with Animal
Third Level Clerical Spells
1. Continual Light/Darkness
2. Cure/Cause Disease
3. Growth of Animals
4. Locate Object
5. Remove/Cause Curse
6. Striking
Fourth Level Clerical Spells
1. Create Water
2. Cure/Cause Serious Wounds
3. Neutralize Poison
4. Protection/Evil 10-Foot Radius
5. Speak with Plants
6. Sticks to Snakes
Fifth Level Clerical Spells
1. Commune
2. Create Food
3. Dispel Evil
4. Insect Plague
5. Quest/Remove Quest
6. Raise Dead/Finger of Death
First Level Magic-User/Elf Spells
1. Charm Person: One human or human-like target within throwing range must make a saving throw to avoid suddenly considering you a trusted friend. Duration between new saving throws to break the charm is days equal to the difference between the your’s and the target’s Intelligence effect points (at least 1 day). The charm ends instantly is the target is harmed by you or your allies.
2. Detect Magic: For 20 minutes, you can make magical persons, places, or things within throwing range glow on command.
3. Floating Disc
4. Hold Portal
5. Light/Darkness
6. Magic Missile
7. Protection from Evil
8. Read Languages
9. Read Magic
10. Shield
11. Sleep
12. Ventriloquism
Second Level Magic-User/Elf Spells
1. Continual Light/Darkness
2. Detect Evil
3. Detect Invisible
4. ESP
5. Invisibility
6. Knock
7. Levitate
8. Locate Object
9. Mirror Image
10. Phantasmal Force
11. Web
12. Wizard Lock
Third Level Magic-User/Elf Spells
1. Clairvoyance
2. Dispel Magic
3. Fire Ball
4. Fly
5. Haste
6. Hold Person
7. Infravision
8. Invisibility 10-Foot Radius
9. Lightning Bolt
10. Protection/Evil 10-Foot Radius
11. Protection/Normal Missiles
12. Water Breathing
Fourth Level Magic-User/Elf Spells
1. Charm Monster
2. Confusion
3. Dimension Door
4. Growth of Plants
5. Hallucinatory Terrain
6. Massmorph
7. Polymorph Others
8. Polymorph Self
9. Remove/Cause Curse
10. Wall of Fire
11. Wall of Ice
12. Wizard Eye
Fifth Level Magic-User/Elf Spells
1. Animate Dead
2. Cloudkill
3. Conjure Elemental
4. Contact Higher Plane
5. Feeblemind
6. Hold Monster
7. Magic Jar
8. Pass-Wall
9. Telekinesis
10. Teleport
11. Transmute Rock to Mud/Mud to Rock
12. Wall of Stone
Sixth Level Magic-User/Elf Spells
1. Anti-Magic Shell
2. Control Weather
3. Death Spell
4. Disintegrate
5. Geas/Remove Geas
6. Invisible Stalker
7. Lower Water
8. Move Earth
9. Part Water
10. Projected Image
11. Reincarnation
12. Stone to Flesh/Flesh to Stone
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CONVERSION RULES
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HIT DICE & QUICK STATS (B/X and AD&D)
* 1 HD: 4 h.p, +1 on d20 rolls, no defense modifier
* 2 HD: 9 h.p., +2 on d20 rolls, -1 defense modifier
* 3 HD: 13 h.p., +3 on d20 rolls, -1 defense modifier
* 4 HD: 18 h.p., +4 on d20 rolls, -2 defense modifier
* 5 HD: 22 h.p., +5 on d20 rolls, -2 defense modifier
* 6 HD: 27 h.p., +6 on d20 rolls, -3 defense modifier
* 7 HD: 31 h.p., +7 on d20 rolls, -3 defense modifier
* 8 HD: 36 h.p., +8 on d20 rolls, -4 defense modifier
* 9 HD: 40 h.p., +9 on d20 rolls, -4 defense modifier
* 10 HD: 45 h.p., +10 on d20 rolls, -5 defense modifier
* 11 HD: 49 h.p., +11 on d20 rolls, -5 defense modifier
* 12 HD: 54 h.p., +12 on d20 rolls, -6 defense modifier
* 13 HD: 58 h.p., +13 on d20 rolls, -6 defense modifier
* 14 HD: 63 h.p., +14 on d20 rolls, -7 defense modifier
* 15 HD: 67 h.p., +15 on d20 rolls, -7 defense modifier
* 16 HD: 72 h.p., +16 on d20 rolls, -8 defense modifier
* 17 HD: 76 h.p., +17 on d20 rolls, -8 defense modifier
* 18 HD: 81 h.p., +18 on d20 rolls, -9 defense modifier
* 19 HD: 85 h.p., +19 on d20 rolls, -9 defense modifier
* 20 HD: 90 h.p., +20 on d20 rolls, -10 defense modifier
* 21 HD: 94 h.p., +21 on d20 rolls, -10 defense modifier
* 22 HD: 99 h.p., +22 on d20 rolls, -11 defense modifier
* 23 HD: 103 h.p., +23 on d20 rolls, -11 defense modifier
* 24 HD: 108 h.p., +24 on d20 rolls, -12 defense modifier
* 25 HD: 112 h.p., +25 on d20 rolls, -12 defense modifier
ARMOR CLASS (B/X / 3.5e/5E)
* AC 9-10/10: no defense modifier
* AC 8/11: -1 defense modifier
* AC 7/12: -2 defense modifier
* AC 6/13: -3 defense modifier
* AC 5/14: -4 defense modifier
* AC 4/15: -5 defense modifier
* AC 3/16: -6 defense modifier
* AC 2/17: -7 defense modifier
* AC 1/18: -8 defense modifier
* AC 0/19: -9 defense modifier
* AC -1/20: -10 defense modifier
* AC -2/21: -11 defense modifier
* AC -3/22: -12 defense modifier
DAMAGE
* 1d4: 2 effect points
* 1d6: 3 effect points
* 1d8: 4 effect points
* 1d10: 5 effect points
* 1d12: 6 effect points
* 2d6: 7 effect points
* 3d6: 10 effect points
MOVEMENT (MV)
* 6″/60′: 15 feet (5 meters)
* 9″/90′: 20 feet (7 meters)
* 12″/120′: 30 feet (10 meters)
* 15″/150′: 40 feet (13 meters)
* 18″/180′: 45 feet (15 meters)
* 21″/210′: 50 feet (17 meters)
* 24″/240′: 60 feet (20 meters)
MAGIC RESISTENCE (AD&D)
* 5%: -1 effect point
* 10%: -2 effect points
* 15%: -3 effect points
* 20%: -4 effect points
* 25%: -5 effect points
* 30%: -6 effect points
* 35%: -7 effect points
* 40%: -8 effect points
* 45%: -9 effect points
* 50%: -10 effect points
* 55%: -11 effect points
* 60%: -12 effect points
* 65%: -13 effect points
* 70%: -14 effect points
* 75%: -15 effect points
* 80%: -16 effect points
* 85%: -17 effect points
* 90%: -18 effect points
* 95%: -19 effect points
* 100%: -20 effect points
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EXAMPLE CHARACTERS
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ROBIN HOOD (Level 7)
11th century outlaw, leader of The Merry Men of Sherwood Forest. Altruistic, jovial, bold to the point of reckless, and resourceful. Famed champion to the poor. Infamous bane to the usurper Prince John, his corrupt sheriffs, and England’s greedy nobles.
ABILITY SCORES (d20 task rolls for results)
* 15 Strength (roll 9 or more for 5 effect points)
* 19 Dexterity (roll 7 or more for 7 effect points)
* 16 Constitution (roll 8 or more for 6 effect points)
* 17 Intelligence (roll 8 or more for 6 effect points)
* 14 Wisdom (roll 9 or more for 5 effect points)
* 17 Charisma (roll 8 or more for 6 effect points)
APTITUDES (add to d20 rolls and effect points)
* +2 Awareness (perception, intuition, keen senses, reactions)
* +7 Combat (fighting, using weapons, leading others into battle)
* +2 Cunning (deception, stealth, bypassing security, thieving)
* +2 Primal (wilderness survival, tracking, animal and plant lore)
COMBAT
* Defense: -5 modifier to be targeted by attacks (Dexterity, leather armor)
* Hit Points: 49 hit points (heal 6 h.p. per hour of rest)
* Movement: 30 feet (10 meters) movement per round
GEAR
* leather armor (-2 to be hit)
* longbow, quiver of arrows (long shooting range)
* short sword (melee)
* dagger (light weapon, melee or thrown range)
* hunting horn
* forest-colored cloak, clothing (+1 to stealth in forests)