The following tabletop role-playing game rules are loosely based on the original “B/X” D&D rules (1974) by Gary Gygax and Dave Arneson, mixed with the 5th edition Dungeons & Dragons rules (2014) by Jeremy Crawford and Mike Mearls. The result is something quick that works well with both OSR and 5E adventures, as well as provides options to use with non-fantasy genres.
The Story Token rule noted below is similar to Fate Points in Evil Hat Productions’ Fate system, the momentum rules found in various 2d20-based tabletop role-playing games by Modiphius Entertainment, and the Devil’s Bargain rule from John Harper’s Blades in the Dark.
The X‑Card safety tool for tabletop RPGs was created by John Stavropoulos.
WHAT’S NEEDED
* A space to gather and share a storyaround a table or an online meeting space.
* One character description per player.
* An adventure story outline for the Game Master.
* Several 20-sided dice and six-sided dice.
* One X-card per player.
* Items to use as Story Tokens (cards or coins).
* Pens, pencils, writing paper, or electronic tables to take notes.
Optional extras…
* Maps, illustrations, and hand-out props.
* An audio system for sound effects and theme music.
* Miniatures, tokens, or digital avatars to represent characters positions.
* A shared virtual tabletop or chat system for remote online sessions.
* Lighting or decor to set the mood.
* Snacks, drinks, comfort foods.
PLAYING THE GAME
The Game Master (GM) describes a scene, and players take turns describing their characters’ responses. Each character’s capabilities are measured with modifiers in six abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma), and a Level number measuring overall experience.
Besides the players’ characters, the GM narrates the actions by non-player characters (NPCs), monsters, and various obstacles and hazards. A GM may occasionally invite a player to temporarily control an NPC for a scene or an entire story session to keep everyone engaged in the shared experience.
X-CARD SAFETY TOOLS: 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 tap or display at any time to pause, skip, or adjust a scene that feels uncomfortable, without needing to explain why. It ensures everyone can participate safely and respectfully, maintaining trust and supporting creative play without pressure or judgment.
USING DICE: Throughout these rules, the following notations tell players how to use dice.
* 1d20: Roll one 20-sided die.
* 1d6: Roll one six-sided die.
* 1d6+4: Roll one six-sided die and add four to the result.
* 2d6: Roll two six-sided dice and add the pair together.
* 3d6: Roll three six-sided dice and add the set together.
CHARACTER ABILITY SCORES: The six basic ability scores define a character’s physical, mental, and social traits, shaping how they interact with challenges, other beings, and the world.
* Strength (STR): brawn, prowess
* Dexterity (DEX): agility, reflexes
* Constitution (CON): health, fortitude
* Intelligence (INT): memory, reason
* Wisdom (WIS); awareness, will
* Charisma (CHA): charm, appeal
Strength (STR): Brawn, muscles, physical power. Tasks involving lifting, carrying, swimming, climbing, or jumping. Attacks using melee weapons, punching, kicking, or grappling. Saving throws for physically resisting direct force.
Dexterity (DEX): Agility, coordination, precision, quickness, reflexes. Tasks involving sneaking silently, balancing on narrow surfaces, performing delicate manual work, and reacting quickly to danger. Attacking using ranged and light weapon attacks. Increasing Armor Class when unarmored or wearing light armor. Saving throws to dodge out of harm’s way.
Constitution (CON): Health, vigor, stamina, toughness, resistance to disease. Tasks to endure long exertion without fatigue, surviving harsh environments or extreme temperatures, withstanding injury or physical trauma, and maintaining concentration under stress. Saving throws against poisons and other toxic hazards. Bonus Hit Points per character Level or hit die.
Intelligence (INT): Critical thinking, logic, memory, reasoning, wits. Tasks to solve complex problems, recall learned information or lore, analyze clues or data, devise logical strategies or plans, decipher languages or codes, and make informed deductions under pressure. Saving throws to recognize an illusion as fake. Invoking magic through arcane spell formulae.
Wisdom (WIS): Intuition, insight, compassion, empathy, sound judgment. Tasks to read people’s emotions or intentions, sense danger or hidden truths, offer guidance or healing through empathy, and notice subtle details or foresee consequences. Saving throws to resist a mental assault. Invoking magic through spiritual connections to divine, infernal, or primal cosmic forces.
Charisma (CHA): Confidence, force of personality, charm, leadership. Tasks to persuade or inspire others, negotiate or diffuse tension, command attention or authority, perform or entertain, and influence people. Saving throws to assert one’s identity. Invoking magic through pacts with supernatural entities, arcane songs, or one’s innate sorcerous nature.
ABILITY SCORE MODIFIERS
* -4 … ability score 1 (almost no ability)
* -3 … ability score 2 to 3 (minimal, inept)
* -2 … ability score 4 to 5 (feeble, weak, unskilled)
* -1 … ability score 6 to 8 (poor, inexperienced)
* +0 … ability score 9 to 12 (fair, some experience)
* +1 … ability score 13 to 15 (good, professional)
* +2 … ability score 16 to 17 (excellent, veteran)
* +3 … ability score 18 to 19 (great, expert, master)
* +4 … ability score 20 to 21 (epic, legendary)
* +5 … ability score 22 to 23 (superhuman)
* +6 … ability score 24 to 25 (superhuman)
* +7 … ability score 26 to 27 (superhuman)
* +8 … ability score 28 to 28 (superhuman)
* +9 … ability score 30 to 31 (superhuman)
TASK ROLLS
The task roll determines an attempted action’s success or failure by combining ability with chance. Ability checks, initiative order rolls, attack “to hit” rolls, and saving throws are all examples of task rolls.
Advantage rewards favorable conditions, while disadvantage reflects setbacks. Sometimes a failed task roll may mean a task is successful at a cost: More time, additional resources, increased risk, or unintended consequences that complicate the characters’ situation.
BASIC TASK ROLL: 1d20 + ability modifier + other modifiers
* Advantage: Roll two d20 dice and use the higher result.
* Disadvantage: Roll two d20 dice and use the lower result.
TARGET NUMBERS TO SUCCEED
* Easy Task: 5 or more
* Hard Task: 15 or more
* Extreme Task: 25 or more
* Opposed Task: Highest result wins; if tied, higher modifier wins. (If still tied, reroll.)
* Saving Throw Versus Hazard: Hazard’s Level (on save, half Level damage; on fail, double Level damage)
* Saving Throw Versus Magic: Caster’s Level + 10* Initiative: Highest result takes first turn, then chooses next turn.
* “To Hit” Attack: Target’s Armor Class
TIME
Time in the characters’ world is flexible and serves the flow of the story. A combat round, often simply called a round, represents roughly 10 seconds of action. Six rounds form about a minute of in-game time, but events may feel faster or slower depending on the drama of the moment.
Outside of combat, time progresses more loosely. Minutes, hours, and days follow the same as in the real world (60 minutes to an hour, 24 hours to a day, and so on), but the pace at the table is guided by narrative needs. A moment taking seconds to a character may take a few minutes to resolve among players, while a character’s travel, taking several days, might be summarized by just a sentence or two.
One-Round Tasks: Pick a simple lock, find and disable a trap, stow a weapon, search a chest, or search for secret doors on a 5-foot section of wall.
One-Minute Tasks: Pick a complex lock, search a small room or a corpse, calm a frightened animal, give a rousing speech to allies, break down a door, hide a small item, loot a chest, or pack up supplies.
One-Hour Tasks: Explore one wing of a ruin, forage for food or water, set up camp and cook a meal, interrogate a captured foe, translate or decipher a manuscript or book chapter written in a foreign language, carouse in one tavern for news and rumors, repair slightly damaged armor and weapons.
One-Day Tasks: Research a topic at a library or archive, craft a basic item (worth 2 g.p. or less), build a basic structure (large tent, barricade, raft), write a detailed report or coded message, carouse across an entire town for news and rumors, set traps to fortify a location, explore an area 5 miles by 5 miles.
One-Month Tasks: Build a specific small structure (forge, library, safehouse), conduct an archaeological dig, train a local militia, raise funds through a trade (profession, crime, performance), write a short book.
COMBAT
Moments of heightened danger and emotion, unfolding with vivid narrative and frantic dice rolls, reveal the effects of violence and stress amid action, drama, and often deadly consequences.
INITIATIVE: A character that is surprised may not move or take actions in the first round of combat. At the start of each round, the highest task roll of 1d20 + DEX determines which character acts first in a round. At the end of a character’s turn, that character’s player chooses another character to next take a turn, or allows the Game Master to take an NPC’s turn. Once a character has acted in the round, they can’t act again until all eligible participants have taken a turn. After all characters and NPCs have had a turn, reroll initiative and repeat for the next round.
ARMOR CLASS AND COMBAT: An attack “to hit” roll must be equal to or greater than a target’s Armor Class to cause damage and loss of Hit Points. A “natural 1” roll is an automatic miss regardless of modifiers, while a “natural 20” automatically hits and does maximum damage.
ARMOR CLASSES
* Unarmored: AC 10 + DEX modifier
* Light Armor: AC 12 + DEX modifier
* Medium Armor: AC 15
* Heavy Armor: AC 17, reduce movement rate by 5 feet (1.5 meters) per round
* Superheavy Armor: AC 20, reduce movement rate by 10 feet (3 meters) per round
* Shield or Partial Cover: +1 AC
* Monsters: Varies from AC 8 to more than AC 20
MOVEMENT: A character can cross 40 feet (12 meters) of distance per round and take one action, or double that distance while taking no actions. Saving throws do not count as actions or reduce movement speeds. Heavy and superheavy armors may reduce speed, while some other abilities may increase movement. Difficult terrain such as dense undergrowth, fallen rubble, icy surfaces, or tight crawlspaces reduces movement speed by half.
HIT POINTS: The overall resilience of a character, creature, vehicle, or object are tracked by points measuring health and degrees of damage endured before collapsing or dying. To determine a character’s Hit Points up to Level 9, roll d6 Hit Dice equal to the character’s Level and add the character’s Constitution modifier times Level:
(Level x d6) + (Level x CON); for each Level above 9, add 2 more Hit Points.
A character may move and take actions while above 0 Hit Points, but falls unconscious at 0 Hit Points and dies at -maximum Hit Points. Characters heal CON Hit Points per hour of rest (at least 1 h.p.), or more under magical or technological medical care.
Machines and vehicles lose Hit Points similarly, ceasing to function at 0 and becoming irreparably destroyed at -maximum Hit Points. Restoring Hit Points to damaged objects requires access to repair parts, tools, or facilities.
Examples of damage that reduces Hit Points:
* Light Weapon: 1d6/2 + STR or DEX (use higher bonus) (melee or ranged)
* Dual Light Weapons: 1d6 + DEX (melee)
* Medium Weapon: 1d6 + STR (melee) or DEX (ranged)
* Heavy Weapon: 2d6 + STR (melee) or DEX (ranged)
* Hazard: Saving throw versus Hazard’s Level; half Level in damage on a successful save, double Level damage on a fail.
* Aflame: On fire, taking 5 damage per round until extinguished.
Other possible conditions and forms of harm besides direct damage…
* Afraid: Must move away from source of fear; disadvantage on attacks and saves while source is within sight.
* Blessed: Temporary advantage on all task rolls.
* Blighted: Cannot naturally or magically heal Hit Points.
* Blinded: All sight perception and attack rolls suffer disadvantage.
* Compulsion: Resisting a specific behavior causes discomfort, disadvantage on all rolls.
* Confusion: Random behavior each turn (attack nearest, flee, freeze).
* Cursed: Disadvantage on all task rolls until curse is removed.
* Deluded: Convinced a falsehood is truth for (20-INT) minutes, hours, or days.
* Doomed: After WIS number of days, Hit Points drop to 0; another WIS days, dead.
* Hacked/Compromised (Cyber): Lose control of actions or gear.
* Immobilized: Speed reduced to 0 but may attempt actions; STR save to break free.
* Impaired Ability: One specific ability suffers disadvantage.
* Impaired Movement: Speed reduced by half.
* Infected: CON score reduced by 1 per day until cured; dead at CON 0.
* Invisible: Cannot be seen, advantage on attacks, disadvantage on being attacked.
* Overheated (Tech): Cannot use tech gear until cooled or repaired.
* Paralyzed: Unable to move, attempt actions, or communicate.
* Shaken: Disadvantage on all saving throws.
* Silenced: Cannot speak or cast verbal components.
* Starving: After CON number of days, Hit Points drop to 0; another CON hours, dead.
* Stunned: Unable to make actions, attackers gain advantage against you.
* Suffocating: After CON number of rounds, Hit Points drop to 0; another CON rounds, dead.
* Thirst: After CON x 3 number of hours, Hit Points drop to 0; another CON hours, dead.
* Warded: Immune to spells and other magical effects.
RANGES: In cases where there is a distance between an attacker and a target, use the following benchmark limits. If an attack is made within its maximum range band, the attack “to hit” roll suffers disadvantage.
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (no disadvantage at this range)
* Throwing Range: 50 feet (15m) (hand axes, javelins)
* Short Shooting: 330 feet (100m) (bows, pistols, shotguns)
* Long Shooting: 1,000 feet (600m) (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
STORY TOKENS
At the start of a game session, a character starts with two story tokens. Later during play, characters may each hold a maximum number of story tokens equal to their Level. A story token may be spent to gain one of the following benefits:
* Reroll a d20 for a task, attack, or saving throw made by anyone visible to the character, then choose either result.
* Make a character automatically go from 0 or less Hit Points to having 1 hit point.
* Allow a character to make one extra action during a turn.
* Have a character research or carouse to learn the answer to one question posed to the GM.
* Gain an item (given by an NPC or found in the area) that is specialized enough to grant advantage on one specific task.
Gaining New Story Tokens…
Own the Setback: A player may propose an adventure complication that makes a character’s life more difficult. Examples include losing a random piece of equipment (falls out while travelling), or adding disadvantage to one ability score until next long rest (such as accidentally insulting the local population’s beloved hero and suffering disadvantage on all Charisma-based skill rolls). The GM must approve if a complication is severe enough to merit earning a token.
Devil’s Bargain: A GM may compel a complication based on a character’s flaws or non-mechanical background issues. If accepted, the GM describes the story consequences, and the player gains a token for future use. Examples may include tempting a compulsive gambler by adding a back-room card game in progress at the tavern, or a wizard discovering a forbidden grimoire known to contain powerful spells that always harm the psyche of anyone who learns such knowledge.
Tempt Fate: A player may ask to gain a Story Token for an immediate action in exchange for giving the GM two Complication Points that work just like Story Tokens but for non-player characters, monsters, or hazards. Complication Points do not expire, and there is no limit to the number of such points a GM may hold at any one time.
SOCIAL INTERACTIONS
Characters may sway NPCs through charm, persuasion, or presence to influence attitudes, gain information, and unlock narrative benefits. For influencing non-player characters, roll 1d20 + CHA and compare the result to these target numbers:
* Friendly Audience: 5 or more (grants once per day benefit)
* Neutral Audience: 15 or more (becomes Friendly on success)
* Hostile Task: 25 or more (becomes Neutral on success)
Friendly benefits include one of the following:
* Learn a secret known to the NPC.
* Know the NPC’s intentions or goals.
* Access an NPC’s restricted areas.
* Use the NPC’s gear once during the current or next day.
Circumstances and relations can create other improvised options.
CREATING CHARACTERS
* Roll 3d6 each for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
* Choose one Heritage trait.
* Choose two Role traits.
* Start at Level 1 for Hit Dice/Hit Points and special abilities.
If a GM decides characters should be more experienced for a story, a higher Level may be selected instead.
LEVELING UP
As characters move through a story, the GM awards experience points for passing certain milestones, defeating major adversaries, and overcoming obstacles. A character’s total number of experience points determines their Level, hit dice, various improve abilities, and may even unlock new roles.
EXPERIENCE POINTS: LEVEL, HIT DICE, BENEFITS
* 0 x.p.: Level 1, Hit Dice 1d6
* 2,000 x.p.: Level 2, Hit Dice 2d6
* 4,000 x.p.: Level 3, Hit Dice 3d6
* 8,000 x.p.: Level 4, Hit Dice 4d6, increase one ability score by 2 or gain another Role
* 16,000 x.p.: Level 5, Hit Dice 5d6
* 32,000 x.p.: Level 6, Hit Dice 6d6
* 64,000 x.p.: Level 7, Hit Dice 7d6
* 120,000 x.p.: Level 8, Hit Dice 8d6, increase one ability score by 2 or gain another Role
* 240,000 x.p.: Level 9, Hit Dice 9d6
* 360,000 x.p.: Level 10, Hit Dice 9d6
* 480,000 x.p.: Level 11, Hit Dice 9d6+1
* 600,000 x.p.: Level 12, Hit Dice 9d6+2, increase one ability score by 2 or gain another Role
* 720,000 x.p.: Level 13, Hit Dice 9d6+3
* 840,000 x.p.: Level 14, Hit Dice 9d6+4
* 960,000 x.p.: Level 15, Hit Dice 9d6+5
* 1,080,000 x.p.: Level 16, Hit Dice 9d6+6, increase one ability score by 2 or gain another Role
* 1,200,000 x.p.: Level 17, Hit Dice 9d6+7
* 1,320,000 x.p.: Level 18, Hit Dice 9d6+8
* 1,440,000 x.p.: Level 19, Hit Dice 9d6+9
* 1,560,000 x.p.: Level 20, Hit Dice 9d6+10, increase one ability score by 2 or gain another Role
* 1,680,000 x.p.: Level 21, Hit Dice 9d6+11
* 1,800,000 x.p.: Level 22, Hit Dice 9d6+12
* 1,920,000 x.p.: Level 23, Hit Dice 9d6+13
* 2,040,000 x.p.: Level 24, Hit Dice 9d6+14, increase one ability score by 2 or gain another Role
* 2,160,000 x.p.: Level 25, Hit Dice 9d6+15
HERITAGE TRAITS
These traits are often tied to a character’s background and lineage, the “nature” part of the person. If more than one Heritage applies, use the one that closest matches the character’s focus.
Android/Robot: Constructed with precise logic and engineered design, androids pursue purpose through flawless efficiency or evolving emotion, navigating the boundary between programmed duty and self-awareness. You can see in darkness up to 60 feet. Add 2 to your Armor Class. You make Intelligence checks and saving throws with advantage.
Animal: Gifted with humanlike intellect and speech, talking animals blend instinct with personality, offering unique perspectives and surprising resourcefulness despite their often underestimated form. You make Wisdom checks and saving throws with advantage. Your unarmed attacks count as medium melee weapons. Your Armor Class is increased by 2. Your speed is increased by 5 feet (1.5 meters). You cannot hold or use human-designed tools or weapons.
Cyborg: Enhanced by integrated machinery, cyborgs combine human will with technological augmentation, optimizing performance beyond natural limits while wrestling with their shifting identity. You can see in darkness up to 60 feet. Add 2 to your Armor Class. You make Constitution checks and saving throws with advantage.
Demigod: Born of mortal flesh and divine power, demigods blend human imperfection with celestial might, channeling extraordinary abilities while contending with destiny and expectation. You make one ability’s checks and saving throws with advantage; this ability is chosen at Level 1 and cannot be changed. While below 0 Hit Points, you regain 1 hit point per minute.
Dwarf: Stubborn and steadfast, dwarves are hardy warriors and skilled craftsmen who carve strength from stone, tradition, and the fires of their ancestral forges. You can see in darkness up to 60 feet. Add your Level to any tasks involving underground navigation, mining, blacksmithing, and brewing. You make Constitution checks and saving throws with advantage.
Elf: Graceful and long-lived, elves blend keen senses, natural magic, and spiritual attunement to the wilds with a refined mastery of bow, blade, and art. You can see in darkness up to 60 feet. You can see in darkness up to 60 feet. You make Dexterity checks and saving throws with advantage.
Faerie: Enigmatic and otherworldly, faeries manipulate glamour, emotion, and natural forces with whimsical grace, driven by ancient bargains, curiosity, or capricious intent. You make Charisma checks and saving throws with advantage. Your movement speed is increased by 10 feet per round (3 meters per round). Once making a promise, you gain advantage on any saving throws that would compel an action or behavior that contradicts that promise. If you willingly break your promise, you suffer 1 hit point of damage per minute until compliance with the promise is restored.
Goblin: Cunning, nimble, and resourcefully chaotic, goblins thrive on trickery, improvisation, and opportunism to survive in hostile environments. Your small size increases your Armor Class by 2. You make Dexterity checks and saving throws with advantage.
Halfling/Gnome: Cheerful, quick-witted, and deceptively brave, the wee folk rely on luck, stealth, and community to survive much larger threats than themselves. You can speak with and understand burrowing animals such as badgers, moles, rabbits, and gophers. Your small size increases your Armor Class by 2. You make Dexterity checks and saving throws with advantage. (This Heritage can also work for such fey folk as brownies, leprechauns, or redcaps.)
Human: Defined by adaptability, ambition, and resilience, humans excel through ingenuity, determination, and their capacity to learn, evolve, and build communities across any environment. You start with one extra Role trait at Level 1.
Mutant: Born of exposure to unstable energies, genetic experimentation, or cosmic influence, you embody unpredictable evolution. You might appear fully human, or you might have obvious deformities and exotic characteristics. You make Constitution checks and saving throws with advantage. You gain the ability to use one 1st level spell of your choice as an innate mutant ability. After each use, this ability may not be used again for 1d6 minutes. When at full health, suffering any damage shocks you into having to make a hard Wisdom saving throw; failure immediately triggers the use of your innate power at a random target as a shock reaction.
Orc: Fierce and unrelenting, orcs channel raw physical power, primal instinct, and an intense code of strength to overcome adversity through sheer will. You can see in darkness up to 60 feet. You make Strength checks and saving throws with advantage.
Spirit: Intangible and mercurial, spirits embody emotion, memory, or elemental essence, influencing the physical world through fleeting presence or mystic intervention. You make Wisdom checks and saving throws with advantage. You may manifest as a ghostly apparition, immune to physical damage but unable to interact with the real world, or conjure a physical body that lasts for 1 hour per your Level. When this duration elapses, or when your physical manifestation drops to 0 Hit Points, your body immediately decays into rot. You awaken 1d6 hours later near a specific object or place linked to your past or elemental nature.
Superhuman: You defy natural limits, channeling extraordinary ability that sets you apart from ordinary beings to become a paragon or genius. In one ability, increase the score by 10, and you make checks and saving throws in that ability with advantage.
Troll: Brutishly strong and relentlessly enduring, trolls rely on raw physical power and uncanny regenerative resilience, often embodying primal hunger or territorial dominance. You make Strength checks and saving throws with advantage. When below full Hit Points, you regain 1 hit point per round unless the damage was caused by fire or acid, in which case it heals at the slower natural rate. Exposure to sunlight causes you 1d6 damage per round; if reduced to -maximum Hit Points by such damage, your body turns to stone.
Werebeast/Lycanthrope: Driven by instinct and fury, lycanthropes balance their dual nature of human reason and animal savagery, unleashing formidable strength and heightened senses when transformed. Your healing rate increases to automatically recover 1 hit point per minute. You may use an action during a turn to change between human, hybrid, or animal forms. In human form, you make Charisma checks and saving throws with advantage. In hybrid or animal form, you make Strength checks, unarmed melee attack rolls, and Strength saving throws with advantage. (For some lycanthropes, Dexterity may gain advantage instead of Strength.) You treat your unarmed attacks as medium melee weapons. Your Armor Class increases by 2. Silvered weapons cause triple damage to you and prevent your increased rate of healing from working for 24 hours.
Vampire: Seductive and ageless, yet cursed by hunger, undead vampires wield supernatural grace and influence, feeding on life to sustain their eternal existence while battling their inner darkness. You can see in darkness up to 60 feet. You gain advantage with task rolls involving one specific ability chosen at Level 1. Every 24 hours, you lose 1 hit point, a drain you offset by consuming living blood. Your bite counts as a light weapon, and when damaging a grappled or enthralled living victim, you regain Hit Points equal to half the amount of damage you cause each round. Exposure to sunlight causes you 1d6 damage per round. You (almost) cannot die; you regain 1 hit point per minute unless the final damage was caused by sunlight or a holy weapon. You are also vulnerable to any special abilities, powers, or spells affecting undead creatures.
ROLE TRAITS
These traits reflect a character’s life experiences and focus, the “nurture” part of the person. Characters may have multiple roles or specialize in just one.
Arcane Magic: You can cast spells by following arcane formulae or invoking supernatural spirits. You know a number of spells equal to your Level. Add your Level+2 to all attempts to cause a magical effect. If a spell causes damage, add twice your Level to the total damage.
Assassination Expert: Add half your Level (round down) to all rolls made to open locks, find and remove traps, use stealth to move silently or hide in shadows, identify poisons, climb sheer surfaces, or hear noises. When targeting a creature that is unaware of your incoming attack, you may add your Level to the “to hit” roll and add three times your Level to the damage.
Beast Bond: You can communicate and empathize with animals or analogous creatures (drones, alien fauna, primitive AI, etc.). Add your Level+2 to attempts to calm, train, direct, or decipher the intentions of such beings. You may spend a Story Token to recruit a creature as a temporary ally until the end of the scene (must not be actively hostile). Once per 24 hours, you may reroll a failed reaction check with an animal or beastlike entity.
Berserker: You can go into a state of wild battle fury. During combat, your rage lasts for a number of rounds equal to your Level, during which time you have advantage on Strength task rolls, attack “to hit” rolls, and all saving throws. You add half your Level (rounded down) to your melee attack damage, and you suffer only half damage from physical hits. When your rage ends, you immediately lose Hit Points equal to your Level.
Divine Magic: You can cast spells by petitioning celestial beings of perfect ideals, entities many call gods. You know a number of spells equal to your Level. Add your Level+2 to all attempts to cause a magical effect. If a spell causes healing, add twice your Level to the total number of Hit Points recovered.
Eldritch Expert: You know things humanity was never meant to know. Add your Level+2 to all rolls made to identify supernatural forces, interpret occult symbols, discern the nature of otherworldly entities, withstand mind-altering phenomena, or perform rituals safely. When confronting a being or power unaware of your insight, you may add half your Level (round down) to the attack or influence roll and twice your Level to the damage inflicted or mystical effect achieved.
Espionage Expert: You are a master spy, adept at covert operations and information extraction. Add your Level+2 to all rolls made to gather intelligence discreetly, forge or assume false identities, detect surveillance or hidden agendas, pick locks or bypass security systems, move silently or conceal yourself in urban or social environments, read body language or exploit weaknesses, blend seamlessly into a crowd without drawing attention, and resist interrogation or reveal nothing under pressure. You have a number of covert gadgets equal to your Level.
Fighting Expert: You are a deadly opponent. Add your Level to all “to hit” attack rolls and damage caused with all melee weapons, ranged weapons, and unarmed attacks. If your attack reduces the target to 0 Hit Points, you may apply the remaining damage to another target within range if the original “to hit” roll is equal to or greater than the additional target’s Armor Class. You may continue to repeat this extra hit until you run out of damage.
Investigation Expert: You are a master sleuth and student of obscure knowledge. Add your Level+2 to all rolls made to search for hidden clues, analyze evidence, track individuals, question witnesses, detect falsehoods, or reconstruct events from limited information. Once every 24 hours, when acting on a lead before others realize its significance, you may ask a number of specific questions (who, what, where, when, and how) equal to half your Level (rounded down), which the GM should answer about a specific incident, individual, or situation.
Leadership Expert: You know how to get the most out of others. Add your Level+2 to all rolls made to inspire allies, coordinate group actions, negotiate conflicts, maintain morale under pressure, and make strategic decisions that influence others. Once per day, you may rally your allies to gain a task roll bonus equal to half your Level (round down) on all tasks for a number of hours equal to your Level. If an ally loses Hit Points from damage, your rally bonus only lasts a number of rounds equal to your Level after suffering the first wound. If more than one character with this role trait attempts to inspire the same allies, only use the bonus from the most recent rally effort.
Medical Expert: You are an experienced doctor, nurse, combat medic, or other such role. Add your Level+2 to all rolls made to diagnose illnesses or injuries, stabilize wounded characters, perform surgery, administer medications, treat toxins or radiation, and identify biological hazards. When tending to a creature during a critical moment (such as mid-combat or under extreme pressure), you may add half your Level (rounded down) to the roll and twice your Level to any healing provided.
Noble: You are recognized as coming from a privileged family or social class. Add your Level+2 to all rolls made to leverage social standing, interpret courtly etiquette, negotiate political influence, navigate diplomatic protocol, recognize lineage or heraldry, and command respect in formal settings. Once per day, you may invoke noble authority or prestige to grant your allies advantage on Charisma task rolls for a number of hours equal to half your level (round down).
Obscurity: You tend to go unnoticed, and you prefer it that way. Add your Level+2 to all task rolls made to stay unnoticed, operate from the shadows, conceal motives or identity, avoid detection by physical or digital means, and exploit gaps in perception or awareness. When entering combat, add half your Level (rounded down) to your Armor Class if you remain motionless and partially hidden (staying in shadows, lost in a crowd, or near other distractions).
Science Expert: You work with observations and predictions. Add your Level+2 to all rolls made to apply scientific reasoning, conduct experiments, analyze data, identify patterns in natural or social systems, explain technological or biological phenomena, and assess environmental or societal impact. Once per day, you may determine a strength or weakness that allows your allies to gain a task roll bonus equal to half your Level (round down), such as making attacks against a specific target, attempting social influence on an individual, or navigating through difficult terrain or systems. This bonus may help a number of characters equal to half your Level (round down) for up to 24 hours. If more than one character with this role trait attempts to inspire the same allies, only use the bonus from the most recent strength or weakness analysis.
Starship Expert: You travel between the stars. Add your Level+2 to all rolls made to operate or repair starship systems, navigate through hazardous space, pilot under extreme conditions, identify spacecraft types or their weaknesses, manage power distribution, or improvise emergency fixes using limited resources. At the start of your turn each round during ship-to-ship combat, you may either add half your Level (round down) to your ship’s Armor Class (defensive maneuvers), or add your Level to all “to hit” attack rolls and damage caused with starship weapons (tactical attack patterns).
Technology Expert: You are a gearhead, hacker, and master of machines. You are skilled at operating, interpreting, and manipulating advanced systems. Add your Level+2 to all rolls made to analyze digital signals, repair or reconfigure machines, bypass electronic security, interface with AI or automated systems, operate drones or robotics, improvise technical solutions under pressure, and identify unknown devices or energy sources. When making repairs to any damaged technology, you may add your Level to the number of Hit Points restored.
Thieving Expert: You are a master burglar and con artist. Add your Level+2 to all rolls made to open locks, find and remove traps, use stealth to move silently or hide in shadows, climb sheer surfaces, create forgeries, and tell convincing lies. When targeting a creature that is unaware of your incoming attack, you may add half your Level (rounded down) to the “to hit” roll and add twice your Level to the damage.
Toughness: You don’t easily succumb to wounds. Add twice your Level to your total number of maximum Hit Points.
Turn Away Undead: Your faith shines brightest against the unholy. When confronting undead creatures within 60 feet, you can attempt to repel or destroy them by brandishing a holy symbol. Roll 1d20 + your Level versus a target number equal to 10 + each undead’s hit dice. If you fail, the targeted undead creatures ignore this ability for the next 24 hours. If you succeed, 2d6 + your Level worth of creature hit dice are compelled to flee until you are no longer within sight for the next 24 hours. If your turn roll total is 10 or more above the target number needed, the undead are instantly destroyed instead of turned.
Wilderness Expert: You are skilled at navigating in remote areas beyond the luxuries of civilization. Add your Level+2 to all rolls made to follow tracks, identify normal animals and plants, calm wild animals, train domesticated animals, move silently or hide in shadows while within your native terrain, predict weather up to a day early, and survive by finding safe water, food, and shelter. You also automatically know which directions are north, east, south, and west. Unless you have been moved while unconscious, you always know the distance you’ve travelled in the past day.
MAGIC
See: https://epicsavingthrow.com/b-x-spell-rules-summaries/
First Level Divine Spells
(minimum Level 1 to cast)
1. Cure/Cause Light Wounds
2. Detect Evil
3. Detect Magic
4. Light/Darkness
5. Protection from Evil
6. Purify Food and Water
7. Remove/Cause Fear
8. Resist Cold
Second Level Divine Spells
(minimum Level 3 to cast)
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 Divine Spells
(minimum Level 5 to cast)
1. Continual Light/Darkness
2. Cure/Cause Disease
3. Growth of Animals
4. Locate Object
5. Remove/Cause Curse
6. Striking
Fourth Level Divine Spells
(minimum Level 7 to cast)
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 Divine Spells
(minimum Level 9 to cast)
1. Commune
2. Create Food
3. Dispel Evil
4. Insect Plague
5. Quest/Remove Quest
6. Raise Dead/Finger of Death
First Level Arcane Spells
(minimum Level 1 to cast)
1. Charm Person
2. Detect Magic
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 Arcane Spells
(minimum Level 3 to cast)
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 Arcane Spells
(minimum Level 5 to cast)
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 Arcane Spells
(minimum Level 7 to cast)
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 Arcane Spells
(minimum Level 9 to cast)
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 Arcane Spells
(minimum Level 11 to cast)
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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EXAMPLE CHARACTERS
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SHERLOCK HOLMES (Level 8)
“Once you eliminate the impossible, whatever remains, however improbable, must be the truth.”
Late 19th century master consulting detective, famous for solving difficult criminal cases across London.
Armor Class 11 (no armor)
Hit Points 28
Movement Speed 30 ft. (10m)
Abilities:
* Strength 10 (+0)
* Dexterity 14 (+1)
* Constitution 12 (+0)
* Intelligence 18 (+3)
* Wisdom 16 (+2)
* Charisma 13 (+1)
Heritage and Role Traits:
Human: Defined by adaptability, ambition, and resilience, humans excel through ingenuity, determination, and their capacity to learn, evolve, and build communities across any environment. You start with one extra Role trait at Level 1.
Investigation Expert: You are a master sleuth and student of obscure knowledge. Add +10 to all rolls made to search for hidden clues, analyze evidence, track individuals, question witnesses, detect falsehoods, or reconstruct events from limited information. Once every 24 hours, when acting on a lead before others realize its significance, you may ask four specific questions (who, what, where, when, and how) which the GM should answer about a specific incident, individual, or situation.
Leadership Expert: You know how to get the most out of others. Add +10 to all rolls made to inspire allies, coordinate group actions, negotiate conflicts, maintain morale under pressure, and make strategic decisions that influence others. Once per day, you may rally your allies to gain a task roll bonus of +4 on all tasks for 8 hours. If an ally loses Hit Points from damage, your rally bonus only lasts 8 rounds after suffering the first wound. If more than one character with this role trait attempts to inspire the same allies, only use the bonus from the most recent rally effort.
Obscurity: You tend to go unnoticed, and you prefer it that way. Add +10 to all task rolls made to stay unnoticed, operate from the shadows, conceal motives or identity, avoid detection by physical or digital means, and exploit gaps in perception or awareness. When entering combat, add +4 to your Armor Class if you remain motionless and partially hidden (staying in shadows, lost in a crowd, or near other distractions).
Science Expert: You work with observations and predictions. Add +10 to all rolls made to apply scientific reasoning, conduct experiments, analyze data, identify patterns in natural or social systems, explain technological or biological phenomena, and assess environmental or societal impact. Once per day, you may determine a strength or weakness that allows your allies to gain a task roll bonus of +4, such as making attacks against a specific target, attempting social influence on an individual, or navigating through difficult terrain or systems. This bonus may help up to four other characters for up to 24 hours. If more than one character with this role trait attempts to inspire the same allies, only use the bonus from the most recent strength or weakness analysis.
Equipment:
* Magnifying lens, notebook and pencil
* Pipe (with occasional drugs for GM complications)
* Disguise kit
* Cane (light melee weapon)
* Access to lab/forensic tools when at Baker Street
* Street informants (Baker Street Irregulars) as environment advantage
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ROBIN HOOD (Level 8)
“I steal not from the poor, but from those who make them so.”
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.
Armor Class 15 (light armor)
Hit Points 36
Movement Speed 30 ft. (10m)
Abilities:
* Strength 13 (+1)
* Dexterity 18 (+3)
* Constitution 14 (+1)
* intelligence 12 (+0)
* Wisdom 15 (+1)
* Charisma 17 (+2)
Heritage and Role Traits:
Human: Defined by adaptability, ambition, and resilience, humans excel through ingenuity, determination, and their capacity to learn, evolve, and build communities across any environment. You start with one extra Role trait at Level 1.
Fighting Expert: You are a deadly opponent. Add +8 to all “to hit” attack rolls and damage caused with all melee weapons, ranged weapons, and unarmed attacks. If your attack reduces the target to 0 Hit Points, you may apply the remaining damage to another target within range if the original “to hit” roll is equal to or greater than the additional target’s Armor Class. You may continue to repeat this extra hit until you run out of damage.
Leadership Expert: You know how to get the most out of others. Add +10 to all rolls made to inspire allies, coordinate group actions, negotiate conflicts, maintain morale under pressure, and make strategic decisions that influence others. Once per day, you may rally your allies to gain a task roll bonus of +4 on all tasks for 8 hours. If an ally loses Hit Points from damage, your rally bonus only lasts 8 rounds after suffering the first wound. If more than one character with this role trait attempts to inspire the same allies, only use the bonus from the most recent rally effort.
Wilderness Expert: You are skilled at navigating in remote areas beyond the luxuries of civilization. Add +10 to all rolls made to follow tracks, identify normal animals and plants, calm wild animals, train domesticated animals, move silently or hide in shadows while within your native terrain, predict weather up to a day early, and survive by finding safe water, food, and shelter. You also automatically know which directions are north, east, south, and west. Unless you have been moved while unconscious, you always know the distance you’ve travelled in the past day.
Equipment:
* Leather jerkin (light armor)
* Longbow (medium ranged weapon)
* Quiver with high-quality arrows
* Two small melee weapons (knife or short club) (together as medium weapon)
* Cloak of forest green (advantage in woodland stealth)
* Climbing rope and grappling hook
* Disguise gear (as beggar or forester)
* Signal horn or whistle
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COUNT DRACULA (Level 12)
“Welcome to my house. Come freely. Go safely; and leave something of the happiness you bring.”
Born in the 15th century among the Carpathian Mountains of Transylvania (part of modern day Romania). Infamous for his ability to charm and seduce, he embodies both a noble facade and a monstrous nature, feeding on the lifeblood of the living and enslaving mortal followers.
Armor Class 14 (light armor)
Hit Points 58
Movement Speed 30 ft. (10m)
Abilities:
* Strength 18 (+3)
* Dexterity 16 (+2)
* Constitution 16 (+2)
* intelligence 16 (+2)
* Wisdom 14 (+1)
* Charisma 18 (+3)
Heritage and Role Traits:
Vampire: Seductive and ageless, yet cursed by hunger, undead vampires wield supernatural grace and influence, feeding on life to sustain their eternal existence while battling their inner darkness. You can see in darkness up to 60 feet. You gain advantage with task rolls involving one specific ability that chosen at Level 1. Every 24 hours, you lose 1 hit point, a drain you offset by consuming living blood. Your bite counts as a light weapon, and when damaging a grappled or enthralled living victim, you regain Hit Points equal to half the amount of damage you cause each round. Exposure to sunlight causes you 1d6 damage per round. You (almost) cannot die; you regain 1 hit point per minute unless the final damage was caused by sunlight or a holy weapon. You are also vulnerable to any special abilities, powers, or spells affecting undead creatures.
Arcane Magic: You can cast spells by following arcane formulae or invoking supernatural spirits. You know a number of spells equal to your Level. Add your Level+2 to all attempts to cause a magical effect. If a spell causes damage, add twice your Level to the total damage.
Fighting Expert: You are a deadly opponent. Add +12 to all “to hit” attack rolls and damage caused with all melee weapons, ranged weapons, and unarmed attacks. If your attack reduces the target to 0 Hit Points, you may apply the remaining damage to another target within range if the original “to hit” roll is equal to or greater than the additional target’s Armor Class. You may continue to repeat this extra hit until you run out of damage.
Noble: You are recognized as coming from a privileged family or social class. Add +14 to all rolls made to leverage social standing, interpret courtly etiquette, negotiate political influence, navigate diplomatic protocol, recognize lineage or heraldry, and command respect in formal settings. Once per day, you may invoke noble authority or prestige to grant your allies advantage on Charisma task rolls for 6 hours.
Obscurity: You tend to go unnoticed, and you prefer it that way. Add +14 to all task rolls made to stay unnoticed, operate from the shadows, conceal motives or identity, avoid detection by physical or digital means, and exploit gaps in perception or awareness. When entering combat, add +6 to your Armor Class if you remain motionless and partially hidden (staying in shadows, lost in a crowd, or near other distractions).
AT A GLANCE…
X-CARD SAFETY TOOLS: Tap or hold up an “X” card to skip or modify a scene without explanation.
LEVEL: Set by experience points, determines Hit Points and special modifiers.
CHARACTER ABILITY SCORES
* Strength (STR): brawn, prowess
* Dexterity (DEX): agility, reflexes
* Constitution (CON): health, fortitude
* Intelligence (INT): memory, reason
* Wisdom (WIS); awareness, will
* Charisma (CHA): charm, appeal
ABILITY SCORE MODIFIERS
* -4 … ability score 1 (almost no ability)
* -3 … ability score 2 to 3 (minimal, inept)
* -2 … ability score 4 to 5 (feeble, weak, unskilled)
* -1 … ability score 6 to 8 (poor, inexperienced)
* +0 … ability score 9 to 12 (fair, some experience)
* +1 … ability score 13 to 15 (good, professional)
* +2 … ability score 16 to 17 (excellent, veteran)
* +3 … ability score 18 to 19 (great, expert, master)
* +4 … ability score 20 to 21 (epic, legendary)
TASK ROLLS: 1d20 + ability modifier + other modifiers
(action checks, attack “to hit,” saving throws)
* Advantage: Roll two d20 dice and use the higher result.
* Disadvantage: Roll two d20 dice and use the lower result.
TARGET NUMBERS TO SUCCEED
* Easy Task: 5 or more
* Hard Task: 15 or more
* Extreme Task: 25 or more
* Opposed Task: Highest result wins; if tied, higher modifier wins. (If still tied, reroll.)
* Saving Throw Versus Hazard: Hazard’s Level (on save, half Level damage; on fail, double Level damage)
* Saving Throw Versus Magic: Caster’s Level + 10* Initiative: Highest result takes first turn, then chooses next turn.
* “To Hit” Attack: Target’s Armor Class
INITIATIVE PER ROUND: 1d20 + DEX to determine first turn.
* Player picks next character’s turn.
* Reroll initiative at start of each round.
ARMOR CLASSES
* Unarmored: AC 10 + DEX modifier
* Light Armor: AC 12 + DEX modifier
* Medium Armor: AC 15
* Heavy Armor: AC 17, reduce movement rate by 5 feet (1.5 meters) per round
* Superheavy Armor: AC 20, reduce movement rate by 10 feet (3 meters) per round
* Shield or Partial Cover: +1 AC
* Monsters: Varies from AC 8 to more than AC 20
HIT POINTS
* Full Health: Maximum Hit Points.
* Injured: Positive value from 1 to maximum Hit Points.
* Unconscious: 0 to one more than -maximum Hit Points.
* Dead: -Maximum Hit Points or less.
WEAPONS & HAZARDS
* Light Weapon: 1d6/2 + STR or DEX (use higher bonus) (melee or ranged)
* Dual Light Weapons: 1d6 + DEX (melee)
* Medium Weapon: 1d6 + STR (melee) or DEX (ranged)
* Heavy Weapon: 2d6 + STR (melee) or DEX (ranged)
* Hazard: Saving throw versus Hazard’s Level; half Level in damage on a successful save, double Level damage on a fail.
RANGES
* Touching: Held, grappled, connected
* Melee Range: Up to 6 feet (2 meters) (no disadvantage at this range)
* Throwing Range: 50 feet (15m) (hand axes, javelins)
* Short Shooting: 330 feet (100m) (bows, pistols, shotguns)
* Long Shooting: 1,000 feet (600m) (rifles, beam weapons)
STORY TOKENS
At the start of a game session, a character starts with two story tokens. Later during play, characters may each hold a maximum number of story tokens equal to their Level. A story token may be spent to gain one of the following benefits:
* Reroll a d20 for a task, attack, or saving throw made by anyone visible to the character, then choose either result.
* Make a character automatically go from 0 or less Hit Points to having 1 hit point.
* Allow a character to make one extra action during a turn.
* Have a character research or carouse to learn the answer to one question posed to the GM.
* Gain an item (given by an NPC or found in the area) that is specialized enough to grant advantage on one specific task.
Gaining new Story Tokens
* Own the Setback (proposed complication)
* Devil’s Bargain (accept GM’s complication)
* Tempt Fate (give GM tokens for opposing NPCs)
SOCIAL INTERACTIONS: 1d20 + CHA
* Friendly Audience: 5 or more (grants once per day benefit)
* Neutral Audience: 15 or more (becomes Friendly on success)
* Hostile Task: 25 or more (becomes Neutral on success)
Friendly benefits include one of the following:
* Learn a secret known to the NPC.
* Know the NPC’s intentions or goals.
* Access an NPC’s restricted areas.
* Use the NPC’s gear once during the current or next day.