# The Index of Secrets The Index of Secrets is generally known only to **Friends of the System** and catalogues an ever-growing range of additional content for Tiny d10 not available anywhere else. ## For Players *This section consists of content for use primarily by players—classes, races, weapons, and more.* **[[Equipment & Items]]** – An extended catalogue of armor, melee and ranged weapons, adventuring gear, and magical & rare items that supplements the lists found in *Fantasy Core*. **[[Classes|Supplementary Classes]]** – Two classes not found in any publication: the **Balladeer**, who wields song to embolden allies and unmake foes, and the **Ranger**, a versatile woodsman built for tracking, healing, and ranged precision. **[[Races|Supplementary Races]]** – this page is coming soon. ## For Game Masters *This section consists of general guidance to assist game masters in running and mastering Tiny d10.* **[[Calibrating Encounters]]** – A "risk envelope" framework that uses enemy tiers and four risk bands (Low through Extreme) to communicate danger and gauge lethality without forcing strict mathematical balance. **[[Economy]]** – A concise gp-to-USD conversion table that anchors fantasy currency to real-world value, helping game masters intuitively price items without modeling medieval economics. **[[Random NPCs]]** – A 1d10 table of friendly characters—each with personality, hooks, and the occasional skill or ability reward—that can be dropped into virtually any civilized setting. ## For Solo Players *This section consists of tools and templates for those running Tiny d10 alone.* **[[WAG Log]]** – A daily session template for solo Worldwide Adventure Generator play, capturing weather, position, events, encounters, discoveries, and journal entries day by day. ## Optional Rules *This section consists of optional rules that can modify or even enhance gameplay.* **[[Animal Companion]]** – A bonding system for Druids, Rangers, Wizards, and high Aspect PCs, with tiered companion stats, an Aspect Challenge acquisition rule, and a Power Point cost to direct the animal to attack in combat. **[[Firearms]]** – Mechanics for pistols, rifles, and shotguns, supported by a wound table and a structured Shootout procedure for fast, chaotic exchanges of fire. **[[Hirelings]]** – Rules for retaining men-at-arms and non-combatant retainers, including daily wages, morale checks, and Aspect-based bonuses against failure. **[[Monster Hunting]]** – A two-roll harvest system for recovering valuable components from defeated monsters, classifying yield by resource category (structural, alchemical, arcane, utility, trophy) and quality. **[[Monster Size]]** – A granularity rule that adjusts melee and ranged attack rolls by ±1 based on whether a target is extra small, small, medium, large, or extra large. **[[Rolling a Character]]** – A fast-and-loose method for generating a fully random character—race, class, attributes, and HP/PP—with a handful of d10 rolls. **[[Skirmish Combat]]** – A mass combat system for engagements of 10-100 combatants per side that resolves entire battles through Force Toughness, a single Engagement Roll, and an outcome table scaling from stalemate to rout. **[[The Syndicate]]** – A complete companion TTRPG built on the Tiny d10 system and set in 1960s Nova City, where players take on the roles of ambitious members of organized-crime families amid Reputation, Notoriety, Favors, and Jobs. ## The Land of Glacia *An icy, continent-sized landmass at the northern pole, strikingly similar to the Arctic, where snow-capped mountains, wind-raked pines, and an untamed frontier conceal old treasure and older secrets. Fort Caspar—the haft of the spear that the world of man has thrust into this primeval realm—is civilization's only foothold, granting access to the Hinterlands and the Cold Caverns, where hardy frontiersmen, savage tribes, fell beasts, and far older powers contend for the future of the land.* **[[The Fort in the Hinterlands]]** – The first zine in the Glacia series and a setting-and-adventure module for levels 2-5; details Fort Caspar in keyed locations alongside the Hinterlands and the Cold Caverns, and is designed to run cleanly as a sequel to *The Broken Light*. **[[The Frontier Game]]** – A two-part subsystem (the Frontier Cycle and the Regional Action System) that turns the Hinterlands into a living frontier driven by daily events, regional actions, and resource dice. **[[The Mountain Crossing Procedure]]** – A leg-by-leg procedure that compresses a mountain crossing into 3-5 day-long pushes, each resolved through weather, action, terrain, event, encounter, and outcome rolls.