# Tiny d10: Core System
The ***Core System*** powers Tiny d10 and is detailed here in the beloved System Reference Document (SRD) format. The SRD presents classes, races, and other system features in an extensible and modular genre-agnostic format, especially for use by game designers.
## Player Characters
Player Characters (PCs) are defined primarily by two components: their **race**, which grants certain racial advantages, and their **class**, which grants a host of competencies and abilities. Additional features like **attributes**, **resource points**, and **skills** reinforce these two primary components.
### Races
#### Fantasy Races
**Dwarves** are short, strong, and hardy, dwelling in mountains and caves, and living for 150+ years. They gain: double experience points against goblinoids; the _craft_ skill; -1 to magical attacks against the dwarf; and +1 hit point per level.
**Elves** are tall, nimble, and wise, residing in forests and glades, and living for 500+ years. They gain: +1 to perception checks; +1 damage to evil creatures; immunity to poison; and +1 intellect.
**Halflings** are short, swift, and jovial, dwelling in glens and shires, and living for 100+ years. They gain: the _hide_ skill; the _sneak_ skill; -1 to ranged attacks against the halfling; and +1 power point per level.
**Humans** are tall, athletic, and courageous, residing in all corners of the land, and living for 80+ years. They gain: +1 damage to natural beasts; the _persuade_ skill; an additional skill; and +1 aspect.
#### Creating New Races
Races confer certain characteristics in a formulaic way. New races can be easily created and sufficiently balanced using this formula:
>**Three adjectives** to describe the race's best-known qualities, the **location(s)** they are commonly found, and their **lifespan**.
>
>Additionally, each race typically gains up to **four distinct advantages** which are often a mix of **skills**, **mechanical bonuses** (on the scale of 1s), and an attribute point (or another mechanical bonus tied to advancement)—*all of which should be consistent with their racial qualities*.
##### Archetypal Races
*To better support adapting Tiny d10 races to various genres and settings, the racial archetypes upon which they are built is described below.*
**Clever** racial archetypes (e.g. humans) are bold and charismatic, and may gain: the *persuade* skill; an additional skill; inflict additional damage to a certain type of opponent; and +1 aspect.
**Strong** racial archetypes (e.g. dwarves) are hardy and courageous, and may gain: additional experience points for defeating a certain type of opponent; a natural resistance to certain types of attacks; and +1 hit point per level.
**Swift** racial archetypes (e.g. halflings) are nimble of mind and body, and may gain: the *hide* skill; the *sneak* skill; a natural resistance to certain types of attacks; and +1 power point per level.
**Wise** racial archetypes (e.g. elves) are perceptive and knowledgeable, and may gain: +1 to perception checks; inflict additional damage to a certain type of opponent; and +1 intellect.
>[!note]
>These archetypes are built around four key heroic profiles and are by no means exhaustive. There are many additional archetypes found throughout literature and history.
#### Classes
##### Fantasy Classes
**Clerics** are mighty battle priests, possessing divine magic and powerful healing abilities. They have a toughness of 6 (T6); use middleweight weapons & below (no bladed weapons); use middleweight armor & below; and gain +1 magic point and +2 power points. Clerics begin with the following class ability:
_Spell-casting (divine)_ – start with 2 spells and cast divine spells for their cost in magic points; may not use any other type of spells.
And **one** of the following class abilities:
_Words of healing_ – a short invocation granting +2 hit points to allies within earshot. Cost: 1 power point.
_Words of strength_ – a short invocation granting +1 power to allies within earshot; lasts for 1d5 combat rounds. Cost: 2 power points.
**Rogues** are quick-thinking and fast acting, often styled as outlaws or vagabonds. They have a toughness of 6 (T6); use middleweight weapons & below; use lightweight armor only; and gain +1 hit point and +2 power points. Rogues begin with three class abilities:
_Deflect projectiles_ – any projectile attack against you is a **reflex challenge**; if you win the challenge, the projectile is deflected.
_Evade_ – dodge a successful attack. Cost: 1 power point.
_Feint_ – if a melee attack fails, re-roll; the target suffers -1 toughness on this roll. Cost: 2 power points.
**Warriors** are masters of combat and arms, experts with blade and bow alike. They have a toughness of 7 (T7); use heavyweight weapons & below; use heavyweight armor & below; and gain +2 hit points and +1 power point. Warriors begin with **two** of the following class abilities:
_Defensive rush_ – stop an attack against an ally within your movement range; **power** (for melee attacks) or **reflex** (for ranged attacks) **challenge** versus the attacker: if you win, any damage is canceled; otherwise, you take the damage. Cost: 2 power points.
_Power strike_ – increase the damage of your attack. Cost: 1 power point per point of damage increased.
_Withstand_ – decrease the damage of a successful attack against you. Cost: 1 power point per 1 point of damage decreased.
**Wizards** are wise and cunning students of the magical arts. They have a toughness of 5 (T5); use lightweight weapons only; use featherweight armor only; and gain +3 magic points. Wizards begin with three class abilities:
_Prestidigitation_ – creates a minor magical effect like colored smoke, blinking lights, disembodied sounds, etc.
_Spell-casting (magical)_ – start with 3 spells and cast magical spells for their cost in magic points; other spell types cost double (may not cast divine spells).
_Splash-effect_ – modifies an attack spell, causing it to inflict equal damage to all creatures within a 10-foot radius of the target (attack roll versus toughness for each creature). Cost: 1 power point.
##### Archetypal Classes
*To better support adapting Tiny d10 classes to various genres and settings, the class archetypes upon which they are built is described below.*
**Fighters** are masters of combat and arms, and are strong, rugged, and dependable. *Examples of fighters include:* cybernetic brawlers, gunslingers, law enforcers, warriors, and more. They have a toughness of 7 (T7); use heavyweight weapons & below; use heavyweight armor & below; and gain +2 hit points and +1 power point. *Fighters generally begin with two class abilities.*
**Intellectuals** are scholarly and often well-educated, possessing a deep understanding of realms and concepts beyond the comprehension of a normal person. *Examples of intellectuals include:* techno-mancers, professors, arcanists, wizards, and more. They have a toughness of 5 (T5); use lightweight weapons only; use featherweight armor only; and gain +3 magic points. *Intellectuals generally start with three class abilities.*
**Healers** possess a deep, metaphysical connection to all of creation, which imbues them with a special powers. *Examples of healers include:* techno-mystics, doctors, psionics, clerics, and more. They have a toughness of 6 (T6); use middleweight weapons & below; use middleweight armor & below; and gain +1 magic point and +2 power points (in addition to class-specific bonuses and/or penalties). *Healers generally start with two class abilities.*
**Operators** are quick-witted and charismatic, which often gets them out of—and into—trouble. *Examples of operators include:* hackers, gamblers, spies, rogues, and more. They have a toughness of 6 (T6); use middleweight weapons & below; use lightweight armor only; and gain +1 hit point and +2 power points. *Operators generally begin with three class abilities.*
#### Attributes
**Aspect** is a measure of consciousness and charisma, and is used as a bonus during things like detecting intentions, or persuading/intimidating someone. Additionally, aspect is used as a bonus when casting divine spells.
**Intellect** is a measure of mental acuity and sharpness, and is used as a bonus during things like detecting traps, or gathering information. Additionally, intellect is used as a bonus when casting magical spells.
**Power** is a measure of physical strength, and is used as a bonus during things like breaking down doors, or restraining a hostile creature. Additionally, power is used as a bonus when making melee attacks.
**Reflex** is a measure of speed, dexterity, and reaction, and is used as a bonus during things like dodging a rolling boulder, or jumping across a chasm. Additionally, reflex is used as a bonus when making ranged attacks (or melee attacks with small weapons, e.g. daggers).
##### Assigning Attribute Scores
There are two primary methods for assigning attribute scores:
1. **Direct point assignment:** Divide 3 points between the following attributes.
2. **Rolling for point assignment:** Roll 1d10 for each attribute: On a roll of 1-6, the score is 0; on a roll of 7-9, the score is 1; on a roll of 10, the score is 2.
#### Hit Points & Power Points
**Hit points (HP)** represent the amount of damage a creature can suffer before dying.
**Power points (PP)** represent an entity’s physical stamina, and can be added as a bonus to all forms of rolls (must be declared prior to rolling). Additionally, power points can be expended to use class abilities.
##### Assigning Hit Points & Power Points
There is one primary method for assigning hits points and power points: divide 10 points between the two.
>An alternative—and one likely to produce outcomes of bewildering variety—is to roll 1d10 for each and keeping the results, whether they be 1 or 10.
#### Magic Points
**Magic points (MP)** represent an entity’s magical stamina, and are expended when casting spells.
##### Generating Magic Points
There is one primary method for generating magic points: Roll 1d10 and use the following table.
| Roll | 1-5 | 6-9 | 10 |
| ---------------- | --- | --- | --- |
| **Magic Points** | +4 | +5 | +6 |
>**Note:** Generally only magic-users (e.g. clerics and wizards) will generate magic points. For some races, magic use may be granted as a racial trait, but in these instances magic points are a fixed value.
##### Magic in Non-Fantasy Settings
The magic system is easily "retextured" to support other genres and settings in which magic does not exist. For example, the different magic types can be redesigned as "tech trees," enabling PCs to use different forms of technological augmentation that function similarly to magic, equiring a resource to expend (e.g. tech points) and producing supernatural-style results (e.g. cyber-psionic powers).
#### Wealth
Tiny d10 dedicates only a few sentences to currency. In the spirit of Original Dungeons & Dragons (OD&D), it is not necessarily meant to reflect real-world economics—instead, TD10 uses real-world economics to establish an anchor point for the value of in-game currency: the gp to USD conversion table.
>1**cp** = $1 | 1**sp** = $10 | 1**gp** = $50
Value equivalency helps game masters to better conceptualize wealth and so make on-the-fly decisions about equipment costs that are more or less agreeable to everyone at the table, as prices are (more or less) derived from their modern equivalent. This approach also makes effortless "retexturing" currency to support other genres and settings.
##### Generating Starting Wealth
There is one primary method for generating starting wealth: Roll 1d10 for **gold** (gp), **silver** (sp), and **copper** pieces (cp), multiplying each result by 10.
### Game Rules
#### Checks
When attempting to do something that could result in failure, a check should be made. To make a check, roll 1d10 and add the relevant attribute score (aspect, intellect, power, or reflex) and any relevant skill bonuses. *There are two types of checks:*
**Action checks** are attempts to perform actions like climbing towers, dodging falling rocks, or hiding in nearby bushes. Action checks include attack rolls, challenges, and saves. Perception checks are attempts to perceive something, like seeing hidden or obscured objects and creatures, or hearing hushed voices and furtive movements.
**Perception checks** are attempts to perceive something, like seeing hidden or obscured objects and creatures, or hearing hushed voices and furtive movements. Perception checks are performed by rolling 1d10 and adding the **intellect** attribute score. Bonuses from the _spot_ and/or _listen_ skills may also be added, as relevant.
##### Check Toughness
To determine a check’s toughness (T), consider the following:
| Toughness | Difficulty Level |
| --- | --- |
| **T2-5** | *Simple toughness* - pulling an ally up from a ledge, or climbing a wall with large handholds. |
| **T6-9** | *Moderate toughness* - surprising unaware opponents, or fighting a strong current. |
| **T10-11** | *Difficult toughness* - surprising watchful opponents, or picking an expertly-crafted lock. |
| **T12-13** | *Extreme toughness* - leaping across a massive chasm, or scaling a sheer and smooth stone precipice. |
| **T14-15** | *Impossible toughness* - controlling a ship during a gale, or mounting and flying a wild dragon. |
#### Saves
When there is risk of immediate death or dismemberment—or similarly dire consequences—a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute scores and/or skill bonuses to the result. Succeeding a save cancels any deadly effects, but other effects (like serious injury) may still occur. A standard save has a toughness of 5 (T5), but certain conditions (e.g. spells, effects, environmental factors, etc.) can change that.
#### Challenges
When two entities attempt the same thing at the same time, a challenge should be performed. The opposing parties each roll 1d10, adding the relevant attribute score and skill bonus(es) to the result. The results are then compared, and the higher of the two succeeds the challenge.
#### Combat
Combat begins according to reflex scores: highest first, lowest last. Ties should be settled with a roll. Attack rolls work like action or perception checks. Roll 1d10 and add the relevant attribute score: if the result is equal to or higher than the target’s toughness, the attack is successful.
##### Simplified Combat Rules
1) One combat round consists of all combatants' turns; each turn represents roughly 5 seconds.
2) Only one attack/ability/spell per turn (unless otherwise noted).
3) Only one movement sequence per turn (if standing up after being knocked prone, movement range is reduced by half).
4) Less significant actions may be done freely.
5) Damage inflicted is 1, unless otherwise specified.
6) Divine spells use **aspect**; magical spells use **intellect**; melee attacks use **power**; ranged and small weapon (e.g. dagger) attacks use **reflex**.
##### Movement in Combat
During combat, all classes are moderate in speed (unless otherwise specified) and may only move up to their maximum speed range per turn, though other factors—such as terrain—may affect this.
| Slow | Moderate | Fast |
| --- | --- | --- |
| 20-40 ft. | 40-60 ft. | 60-80ft. |
##### Combat Advantage
When in an advantageous position (e.g. catching opponents unawares), a character may receive a bonus (e.g. +1 attack). However, if their attempt does not succeed, a negative condition should be imposed (e.g. the character is knocked down, suffering -1 toughness while prone).
##### Non-lethal Combat
During combat, non-lethal damage may be inflicted by making an unarmed attack, or by using the blunt edge or flat side of bladed weapons, or similar nonlethal means. Successful non-lethal attacks deal 1 damage; when an enemy has been reduced to 0 hit points by a non-lethal blow, they are knocked unconscious, instead of killed.
A non-lethal or unarmed attack requires a successful attack roll against to strike the creature, in addition to a successful power challenge to damage it. If both rolls succeed, non-lethal damage is inflicted – otherwise, the target is simply struck, not injured.
##### Monsters in Combat
Monsters consist of all enemies and opponents of the characters, which may include humans and humanoids, natural beasts and unnatural monstrosities, evil living and undead, and more. In order to inflict damage on a monster, a player must make an attack roll that is equal to or higher than the monster’s toughness.
A monster’s toughness in based on a number of components: hit points, damage bonuses, attributes, and more. To determine a monster’s toughness, consider the following table:
###### Monster Toughness
| Toughness | Difficulty Level |
| --- | --- |
| **T2-5** | *Simple toughness* - 1-5 HP; these monsters sometimes have bonuses, abilities, or skills, and rarely spells. |
| **T6-9** | *Moderate toughness* - 6-12 HP; these monsters sometimes have bonuses, abilities and/or spells, and skills. |
| **T10-11** | *Difficult toughness* - 10-20 HP; these monsters often have bonuses, abilities and/or spells, and skills. |
| **T12-13** | *Extreme toughness* - 15-30 HP; these monsters often have bonuses, abilities and/or spells, and skills. |
| **T14-15** | *Impossible toughness* - 20-30+ HP; these monsters always have bonuses, abilities and/or spells, and skills. |
#### Healing
At 0 hit points, characters are considered immobilized and dying, and will expire after 5 combat rounds.
Standard healing restores 1-2 hit points, magic points, and power points per successful T6 intellect check (if the character possesses the *heal* skill, healing is an automatic success). Magical healing generally does not restore magic or power points (unless otherwise specified).
During combat, an entire turn must be forfeit to heal (or to make a heal check). Out of combat, characters may make 1 heal check per every 4 in-game hours, or spend an entire day resting to restore 1d5 + 2 hit points, magic points, and power points.
#### Class Abilities
Class abilities are special class-specific feats and tactics that enhance a character’s proficiencies, and sometimes require the use of power points to invoke. Unless otherwise specified, *class abilities that target opponents require an attack roll versus toughness* (as relevant).
#### Skills
Skills are specific competencies and can only be used in specific scenarios. For example: the spot skill can be used in a perception check to see something; the persuade skill can be used in an aspect check to convince someone of something. When used, skills add a +1 bonus to checks. Skills can be used during combat, but not for combat.
| Aspect | Intellect | Reflex |
| --- | --- | --- |
| Charm | Craft | Acrobatics |
| Detect (*magic* or *motive*) | Detect trap | Disarm trap |
| Heal | Know (*history*, *nature*, or *religion*) | Hide |
| Intimidate | Listen | Pick lock |
| Persuade | Magic user | Sleight-of-hand |
| Survival | Spot | Sneak |
#### Magic
Magic is conjured using magic points (MP). Typically, only characters that possess the spell-casting class ability can use magic. Unless otherwise specified, spells are an automatic success.
##### Gaining New Spells
A spell-caster may forget old spells and learn new ones under the appropriate circumstances (e.g. learning them from long hours of study in the libraries or prayer in the temples); however, they may not learn more spells than the total number of spells they have gained at their level.
###### Spell Saves
Some spells allow the target to make a save before having an effect. Each spell-caster has a spell save, which is equal to their character level + casting attribute score (aspect or intellect) + 3.
#### Leveling Up
Characters begin as level 1 explorers, and gain levels by earning experience points (XP), which is accomplished by: slaying or defeating opponents (usually earning between 1-5 XP per opponent), obtaining treasures and riches (usually earning 1 XP per 10gp), or succeeding checks in spectacular and heroic ways (usually earning 1 XP). Experience points are lost upon advancement and must be gained anew.
##### Level 2: Adventurer
*Experience has honed a capable adventurer* (**50 XP**). You gain: a class ability; one skill; +2 hit points; +1 to any attribute; +2 power points or +2 magic points; and +1 toughness ==or== 2 spells (if applicable).
##### Level 3: Hero
*Victory has shaped a prosperous hero* (**100 XP**). You gain: a class ability; one skill; +2 hit points ==or== +1 toughness; +1 to any attribute; +1 power point or +2 magic points; and 1 spell (if applicable).
##### Level 4: Champion
*Immeasurable odds have forged a true champion* (**200 XP**). You gain: a class ability; one skill; +2 hit points; +1 toughness; +1 to any attribute ==or== 1 spell (if applicable). Additionally, gain the *champion’s resolve* ability (re-roll once any time the result is 1).
##### Level 5: Legend
*Dangers inconceivable have affirmed an everlasting legend* (**400 XP**). +2 to any attribute. Additionally, gain the *legendary presence* ability (the first time an opponent attacks you in combat, conduct an aspect challenge; if they fail, they suffer -2 to their attack).
### Equipment
Equipment can augment a character’s abilities, enabling them to inflict additional damage, increasing their hit points and/or toughness, or granting other unique bonuses. There are four classes of equipment: featherweight (FW), lightweight (LW), middleweight (MW), and heavyweight (HW). A sample of common equipment includes:
##### Armor
Armor, when worn, can increase a character's hit points and/or toughness, as well as grant additional buffs, though certain types of armor (e.g. heavyweight) can impose usage penalties (e.g. negatively affecting speed).
##### Melee Weapons
Melee weapons, when wielded, can increase damage and/or grant attack bonuses, as well as grant additional buffs.
##### Ranged Weapons
Ranged weapons, when used, can enable a character to inflict damage (and sometimes other conditions) at varying distances.
#### Items
Items are a key component for characters, in both a mechanical and narrative sense. In addition to providing advantages (or even imposing penalties), obtaining and using them can engage and motivate players, enhancing immersion and investment in the game.
#### Spells List
There are two general types of spells: divine and magical. Additional types such a dark, illusion, natural, and more can be easily created using the following example:
*Spell name* – description of the spell’s effects, including the damage it inflicts (if any), whether it requires a roll to succeed, for how long the effects last, and any limitations or requirements. Cost: in magic points.
>**Note:** Magic & spells are mechanical features and are not restricted to fantasy or other magic-enabled genres; Tiny d10's magic system can easily be adapted to support technomancy, mutagenic abilities, psionic powers, and more.
##### Tips for Creating Spells
In Tiny d10, all spells are essentially level-less, making the major limiting factor for a spell’s power its cost in magic points. Generally, the more powerful a spell is, the higher its cost in magic points. Some factors that make a spell powerful include:
* Affecting multiple entities;
* Inflicting more than 2-3 damage per use;
* Lasting more than 1 combat round;
* Summoning living entities, particularly in a combat scenario.
Use spell cost—as well as other factors like requiring rolls, material components, or casting conditions—to balance spells and prevent their being overpowered.
>**Note:** It is often appropriate to restrict more powerful spells to "advanced" users, which are generally characters of level 2 and above.
#### Additional Class Abilities
As characters advance, new class abilities become available. Additional abilities can be created using the following example:
*Ability name* – description of the ability’s effects, including events that may trigger it or enable its use. Cost: in power points (optional).
##### Tips for Creating Abilities
There are two types of class abilities:
*Active abilities* can be actively used by a character to perform an action or feat; they can often be powerful, and are limited in use, usually by power points.
*Passive abilities* are often triggered by an event, or permanently increase an attribute, skill, or proficiency; generally less powerful than active abilities, they rarely require power points for use.
When creating abilities, considering whether they are more active or passive will help to naturally balance them and prevent their being overpowered.
### Monsters
In Tiny d10, the word “monster” comprises all forms of enemies and opponents that characters may encounter. However, not all monsters will be adversarial to them: many are neutral to their actions, and others still may prove friendly—even helpful. The two primary components of all monsters are:
1) Toughness (T), which represents the percentile difficulty to strike the monster;
2) Hit points (HP), which represent its ability to withstand being struck.
Additional components include:
1) Magic points (MP) & power points (PP) that enable monsters the use of spells and abilities, respectively;
2) Attributes, bonuses from which increase the monster’s likelihood of a successful attack (or other action);
3) Damage, bonuses from which increase the amount of damage inflicted per attack;
4) Abilities & spells, which increase the overall combat challenge presented by the monster.
Together, these components comprise a monster’s _statistics_, or _stats_. The inclusion of any of these components will make the monster more challenging and dangerous, i.e., tougher. The general characteristics of monster toughness levels are outlined in the table below.
#### Example Monsters
==This section will include generic examples of monster of each of the five toughness ratings.==
#### Monster Alignment
Alignment (or moral alignment) influences every aspect of a creature’s behavior – from how it uses its environment to how it interacts with and reacts to those around it (including its own kind). Both characters and monsters have an alignment.
Alignment is simple: _good_, _neutral_, and _evil_. It can be made more nuanced, however, by the use of commas and slashes:
_Neutral/evil_ – this indicates that the monster is neutral in alignment but inclined to evil.
_Neutral, evil_ – this indicates that the monster can be either neutral or evil in alignment, depending on factors up to the game master and/or setting.
##### Alignment & Reaction
In most instances, a monster’s alignment will determine its reaction to being encountered, e.g. a goblin will always attack, an elemental will always flee, etc. However, in some instances, a monster’s reaction may be uncertain, e.g. encountering a meandering bear or a scouting lizardfolk ranger. In these circumstances, the monster reaction table (p. 12) should be used to determine the monster’s reaction and behavior.
##### Monster Morale
During combat, an opponent’s morale may be affected by two events: the first time its ally is slain, and when more than half of its allies have been slain. Any time one of these two events occur, the GM should roll 1d10: if the result is 2 or below, the opponents’ morale falters, and they may consider fleeing. It is up to the GM to determine how (and if) the opponents flee—whether they panic and run, retreat while fighting, or otherwise.
#### Converting Monsters to Tiny d10
The following table shows the equivalent difficulty of three different rating systems: _hit dice_, common to old-school renaissance (OSR) systems like Swords & Wizardry; _challenge rating_, common to d20-based systems like Dungeons & Dragons; and _toughness_, the measure of difficulty used by Tiny d10.
| **OSR Hit Dice (HD)** | **D20 Challenge Rating (CR)** | **Tiny d10 Toughness (T)** |
| --------------------- | ----------------------------- | -------------------------- |
| 0-2 | 0-1 | T2-5 |
| 3-5 | 2-9 | T6-9 |
| 6-8 | 10-16 | T10-11 |
| 9-11 | 17-22 | T12-13 |
| 12+ | 23-30 | T14-15 |
This table can be used to convert to Tiny d10 any monsters designed using either HD or CR concepts.
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