## Fantasy Rules (Light Edition) ***Tiny d10: Fantasy*** is an easy to learn, quick to play tabletop role-playing game (RPG) built on the Tiny d10 system and styled in the fantasy tradition. It requires only paper, pencil, and a single 10-sided die (1d10). The complete rules for fantastical play are presented here in *ultra-light* format! ### Character Creation When creating your character, consider things like his or her appearance, background, and general attitude. #### Races **Step 1:** Select a race. *A character’s race provides a number of racial advantages, and also influences his or her attitude and general outlook.* **Dwarf** – gain +1 damage against goblins; +1 hit point (HP) per level; the *craft* skill. **Elf** – gain +1 damage against evil creatures; +1 to perception checks; +1 intellect. **Halfling** – gain +1 power point (PP) per level; -1 to ranged attacks against the halfling; the *hide* skill ***or*** the *sneak* skill. **Human** – gain +1 attack bonus against natural beasts; the *persuade* skill; +1 aspect. >**Note:** Supplemental races can be found [[Races|here]]. #### Classes **Step 2:** Select a class. *A character’s class provides a number of class-specific abilities, further influences his or her worldview, and enhances his or her faculties.* **Cleric** – a holy warrior that possesses divine magic and powerful healing abilities. They have a toughness of 5 (T5); use middleweight weapons & below; use middleweight armor & below; and gain +1 MP and +2 PP. Clerics begin with *spell-casting (divine)* and 1 additional class ability. **Rogue** – a quick-thinking, fast-acting outlaw. They have a toughness of 4 (T4); use mediumweight weapons & below; use lightweight armor; and gain +1 HP and +2 PP. Rogues begin with 3 class abilities. **Warrior** – a master of combat and arms. They have a toughness of 5 (T5); use all types of weapons and armor; and gain +2 HP and +1 PP. Warriors begin with 2 class abilities. **Wizard** – a wise and cunning student of the magical arts. They have a toughness of 4 (T4); use only lightweight weapons; use only featherweight armor; and gain +3 MP. Wizards begin with *spell-casting (magical)* and 2 additional class abilities. >**Note:** Supplemental classes can be found [[Classes|here]]. #### Attributes **Step 3:** Assign attribute scores. *Divide 3 points between the following attributes.* **Aspect (A)** – awareness and charisma. **Intellect (I)** – mental acuity and sharpness. **Power (P)** – physical and mental strength. **Reflex (R)** – dexterity and speed. #### Hit Points & Power Points **Step 4:** Assign Hit Points and Power Points. *Divide 10 points between Hit Points and Power Points.* **Hit points (HP)** – amount of damage a character can suffer before falling unconscious, and eventually dying. A successful attack typically deals 1 point of damage. **Power points (PP)** – added to attack rolls, check rolls, and challenge rolls. Power points must be added before the roll is conducted, and only 1 point may be added per roll. Unless otherwise specified, they cannot be used to increase damage. #### Magic Points **Step 5:** *Generate magic points* (applies only to magic-users like the cleric or wizard). Roll 1d10: On a roll of 1-5, gain +4 magic points; on a roll of 6-9, gain +5 magic points; on a roll of 10, gain +6 magic points. **Magic points (MP)** – expended to cast spells. Classes with the spell-casting ability begin with a certain amount of MP. #### Wealth **Step 6:** *Generate starting wealth.* Roll 1d10 for **gold** (**gp**), **silver** (**sp**), and **copper** pieces (**cp**), multiplying each result by 10. >1**gp** = $50 | 1**sp** = $10 | 1**cp** = $1 ### Playing the Game Tiny d10 is a role-playing game, so most interactions should be role-played. However, there will be times when a die roll is unavoidable. Any attempt to do something that could result in failure requires a check. #### Checks When attempting to do something that could result in failure – like fording a raging river, staying astride a frightened horse, or hearing the soft footsteps of approaching enemies – 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 performed by rolling 1d10 and adding the **intellect** attribute score. Bonuses from the *spot* and/or *listen* skills may also be added, as relevant. 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: roll 1d10 and add the relevant attribute and skill bonuses. The highest of the two results succeeds. #### 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. ##### 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. | ##### 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 (talking, passing or throwing an object, etc.) 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**. #### 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 Abilities are special feats and tactics that enhance a character’s proficiencies, and sometimes require the use of power points to invoke. Unless otherwise specified, 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. ### Additional Content Including equipment, items, weapons, ability and spell lists, and more. #### Equipment Equipment can augment a character’s abilities in a number of different ways. There are four classes of equipment: **featherweight (FW)**, **lightweight (LW)**, **middleweight (MW)**, and **heavyweight (HW)**. ##### Armor * *Chainmail* – MW; +1 hit point, +1 toughness. * *Leather, heavy* – MW; +2 hit points. * *Leather, light* – LW; +1 hit point. * *Mithril* – FW; +2 hit points, +1 toughness. * *Platemail* – HW; +3 hit points, +1 toughness; slow movement speed when equipped. ##### Melee Weapons * *Flail* – MW; +1 damage. * *Greatsword* – HW; +1 attack, +1 damage. * *Polearm* – HW; +2 attack. * *Shield* – MW; +1 attack, +1 toughness. * *Shortsword* – LW. ##### Ranged Weapons * *Blowgun* – LW; range 40 ft * *Crossbow, heavy* – MW; +1 damage; range 150 ft. * *Hand-axe* – LW; range 30 ft. * *Longbow* – MW; range 200 ft. * *Shortbow* – LW; range 100 ft. #### Items There are a number of items available to characters that may be beneficial. A small sample includes: * *Elven cape* – +1 to *hide*. * *Healing potion* – average potion restores 1d5 hit points. * *Magical herbs*– grants 1d5 temporary magic points. * *Spell scroll* – contains one spell (may be used once); must be read aloud. * *Strength potion* – average potion grants +1 power for 1d10 rounds. * *Ten-foot pole* – can be used to trigger traps; additionally, grants +1 to perception checks to detect traps. * *Thief’s kit* – contains lock-picking tools. >**Note:** A more comprehensive list of items & equipment can be found [[Equipment|here]]. #### Class Abilities A list of abilities specific to each class is provided below. Players may choose from these according to their number of starting class abilities. ##### Cleric Class Abilities *Blessed* – re-roll any failed roll. Cost: 1 power points (2 if applied to a nearby ally). *Counterattack* – any time an opponent rolls a 1 against you in melee combat, you knock them prone. *Divine purpose* – permanently gain +2 to all saves. *Healing sacrifice* – fully heal allies within 50 ft. Cost: 1 hit point and 1 power points per ally healed. *Smite* – inflicts 1d10 damage on an evil, undead, or otherwise unholy entity. Cost: 3 power points. *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. *Supernatural vitality* – gain +2 toughness when reduced to 1 hit point. ##### Rogue Class Abilities *Cat’s paw* – reduce all fall damage by half, rounded down. *Deflect projectiles* – any projectile attack against you is a reflex challenge; if you win the challenge, the projectile is deflected. *Disguise* – alter your appearance using disguises, trickery, or other techniques of deception at your disposal; intellect challenge (you gain a +2 bonus in this challenge) to recognize the illusion. Cost: 1 power point. *Evade* – dodge a successful attack. Cost: 1 power point. *Fanged strike* – any time you roll a 10 in melee combat, gain an amount of hit points equal to the damage you inflict on your target. *Feint* – if a melee attack fails, re-roll; the target suffers -1 toughness on this roll. Cost: 2 power points. *Hail of daggers* – launch 1d5 + your level daggers at one target; inflicts 1 damage per dagger. Cost: 3 power points. ##### Warrior Class Abilities *Battle lock* – any time an opponent attempts to flee or leave your immediate area during melee combat, gain an attack against it. *Brawl* – when fighting barehanded or dealing non-lethal damage, gain a +2 attack bonus. *By will alone* – resist the effects (but not the damage) of a spell targeting you. Cost: 2 power points. *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. *One man army* – on your combat turn, make a melee attack against multiple opponents within striking range. Cost: 1 power point per target. *Overpower* – reroll any failed check that uses the **power** attribute. Cost: 1 power point. *Power strike* – increase the damage of your attack. Cost: 1 power point per point of damage increased. ##### Wizard Class Abilities *Arcane knowledge* – reduce spell cost by 1 magic point (may not reduce spell cost to 0). *Enchanted healing* – convert any amount of magic points into hit points for yourself or allies within your line of sight. *Magical disruption* – spells targeting you or nearby allies suffer a -1 penalty to their attack roll. *Magical intrusion* – doors unlock before you, and relock after your passing (must possess the *pick* *lock* skill). *Prestidigitation* – creates a minor magical effect like colored smoke, blinking lights, disembodied sounds, etc. *Re-spell* – if you cast a spell last combat round, you may cast it again for half its cost (rounded up) in magic points. *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). #### Spells Spells are available to characters with the *spell-casting* ability. Additional spell types can be found here. ##### Divine Spells *Burning touch* – inflicts 1d5 damage to evil, undead, or otherwise unholy entities. Cost: 2 magic points. *Deathwatch* – reveals the remaining hit points of all entities within 50 ft. Cost: 1 magic point. *Divine medicine* – restores 1d5 + 1 hit points, magic points, and power points. Cost: 2 magic points (1 if the caster possesses the *heal* skill). *Fear of God* – inflicts a -1 toughness and -2 attack penalty on all nearby opponents for 1d5 rounds. Cost: 2 magic points. *Holy shield* – grants a +2 toughness bonus to yourself and any allies within 10 ft. for 1d5 + your level combat rounds. Cost: 3 magic points. *Turn undead* – all undead entities within 50 ft. must flee your presence for 1d5 rounds; any undead within 50 ft. must succeed an aspect challenge or suffer 1 damage each round. Cost: 2 magic points. ##### Magical Spells *Ball of light* – a powerfully luminous orb. Cost: 0 magic points. *Fireball I* – inflicts 1d5 + 1 damage; attack roll versus toughness; range 50 ft. Cost: 2 magic points.  *Heal* – restores 1d5 hit points. Cost: 2 magic points (1 if the caster possesses the *heal* skill). *Imprint spell* – temporarily learn any magical spell cast during the active combat encounter and cast it at cost; lasts for duration of combat encounter. *Magic missile I* – inflicts 1 damage; attack roll versus toughness; range 100 ft. Cost: 0 magic points (2 to automatically strike the target). *Phantom hand* – opens doors, moves objects, and attacks opponents (standard melee attack) within your line of sight. Cost: 1 magic point. -------------- This completes the ultra-light edition of **Fantasy Core**. For the unabridged version, visit the [[Downloads]] page. Please contact me on [X](https://x.com/td10rpg) or at [email protected] with any feedback, questions, or requests. >**Note:** Tiny d10 and all its derivatives are shared under a [CC BY-SA 4.0](https://creativecommons.org/licenses/by-sa/4.0/) license, meaning you are free—indeed, encouraged—to reproduce, modify, or otherwise change any and all portions of this work! > >*Let the [[Core]] be your guide.*