Fast RPG ~Simplified OSR style March 2026

SHARED STORIES WITH DICE
* A tabletop role-playing game about shared stories and overcoming challenges set in an imagined world.
* 1d20: A 20-sided polyhedral die.
* 1d6: A 6-sided die (“bar dice”).
* 2d6, 3d6, etc.: Roll and add together two, three, or more 6-sided dice.

TERMS
* Character: An individual in the story narrated by a real-life player.
* Game Master (GM): A chief narrator over a shared story and referee for game rules.
* Non-Player Character (NPC): A character controlled directly by the Game Master, usually measured by Hit Dice.
* Player: The real-life person controlling one or more characters in the game’s story.

X-CARD (safety tool)
* Tap or display to stop, reset, and redo the scene.
* More info via John Stavropoulos: https://shorturl.at/YG3UJ

TASK ROLLS
* Actions/Saving Throws: 1d20 + an ability modifier + a related aptitude (if any).
* Results: 1d6 + a modifier (either ability or related aptitude).
* Critical Results: d20 roll of 20 maximum succeeds, roll of 1 fails.

TARGET NUMBERS
* Easy: Total roll of 5 or more.
* Hard: Total roll of 15 or more.
* Extreme: Total roll of 25 or more
* Opposed: Highest roll, reroll ties.
* Teamwork: Highest 1d20 + highest ability modifier + highest aptitude modifier.

LEVELS (one +1 modifier per level)
* 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.

THE SIX ABILITY MODIFIERS
* Strength (physical prowess, brawn, encumbrance)
* Dexterity (agility, reflexes, dodging, precision)
* Constitution (health, toughness, vigor, stamina)
* Intelligence (deduction, logic, memory, reason, wits)
* Wisdom (empathy, courage, insight, resolve, willpower)
* Charisma (appeal, confidence, leadership)

THE SIX APTITUDE MODIFIERS
* 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, networks, complex systems)

Special aptitudes…
* Beast (savagery from lycanthropy and instincts)
* Blood (vampiric powers fueled by consumed blood)
* Cybernetics (enhanced organs and senses, neural links)
* Faith (working miracles, sacred lore, favor of the divine)
* Magic (arcane powers, knowing supernatural lore)
* Privilege (influence, authority, high status in society)

HIT POINTS
* (Level + Constitution + Combat) x 4
* At 0 or less hit points, unconscious and dead within minutes equal to Constitution.
* Recover (Level + Constitution) hit points per hour of rest.

MOVEMENT
* Combat: 30 feet (10 meters) per 6-second round
* Travel: 3 miles per hour (5 kilometers per hour)
* Crawling, climbing, swimming, or moving through hindering terrain (ice, swamps, rubble, crowded rooms) reduces movement by half.

ARMOR (harder to hit and reduces damage)
* None: 10 or more to hit, no damage reduction
* Light: 12 or more to hit, -2 damage per hit
* Medium: 15 or more to hit, -4 damage per hit
* Heavy: 17 or more to hit, -6 damage per hit
* Shield: +1 to hit, no damage reduction

DAMAGE (reduced by armor, then reduces target’s hit points)
* Standard: 1d6 + one modifier (ability or aptitude)
* Light: Divide damage roll by half
* Heavy: Multiply damage by 2

RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (no disadvantage at this range)
* Throwing Range: 50 feet (15 m) (hand axes, javelins)
* Short Shooting: 330 feet (100 m) (bows, pistols, shotguns)
* Long Shooting: 1,000 feet (600 m) (rifles, beam weapons)
* Distant Range: 15 miles (25 km) (artillery, cannons)

COMBAT
* Initiative (order or turns): 1d20 + Dexterity modifier + Awareness modifier.
* One move and action per 6-second round, or double move and no action.
* Saving throws are immediate and do not count as actions.
* Attack task roll must equal or beat target’s Armor to cause damage.
* Armor may reduce damage before reducing target’s hit points.
* Unarmed or Melee Damage: 1d6 + either Strength or Combat (use highest).
* Ranged Damage: 1d6 + either Dexterity or Combat (use highest).
* Light Weapons (half damage): Dagger, club, thrown rock. (Easier to conceal.)
* Heavy Weapons (double damage): Greatsword, pole arm, shotgun, rifle. (Requires two hands to use.)
* Dual Wielding: Two light weapons count as one standard weapon attack; two standard count as one heavy.