# The Index of Secrets
This secret page 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.
## Classes
This section consists of classes currently unavailable in any publication; they are often designed by request, or sometimes contributed by Friends of the System.
### ~~Bard~~ Balladeer
**~~Bards~~** **Balladeers** are singers and storytellers, infusing subtle magic with songs that swell the hearts of the bold and unravel the resolve of the wicked. They have a toughness of 4 (T4); use lightweight weapons & below; use lightweight armor & below; and gain +3 Power Points.
*~~Bards~~ Balladeers begin with the following class ability:*
>*Resonance* – all allies within earshot gain a +1 attack bonus until your next turn; alternatively, all enemies within earshot suffer a -1 attack penalty for the same duration. Cost: 1 Power Points (at the cost of 3 Power Points, effects occur simultaneously).
*And **one** of the following class abilities:*
>*Inspire* – when a nearby ally fails an action, your presence enables them to immediately re-roll that action with a +1 bonus. Cost: 2 Power Points.
>
>*Song for the Dead* – one target within earshot that is at or below half its hit points and suffers your level + 1d5 damage; additionally, the target suffers -1 to attack rolls for your level + 1d5 rounds. Cost: 3 Power Points.
### Ranger
**Rangers** are skilled woodsmen and often find employ as trackers, trappers, and hunters. They have a Toughness of 5; use only medium-weight weapons & below; use only medium-weight armor & below; and gain +3 Hit Points or +3 Power Points.
*Rangers begin with **two** of the following class abilities:*
>*Fallback* – if you have not moved during a combat round, you may conduct a melee attack against a target and immediately fallback just outside its movement range.
>
>*Natural Healer* – gain the *Heal* and *Herbalism* skills, and restore double the amount of Hit Points when healing an ally.
>
>*Rapid Strike (Ranged)* – conduct 1d5 ranged attacks against one opponent. Cost: 2 Power Points.
## Equipment & Items
This section extends the list of equipment & items found in [[Downloads#Fantasy|Fantasy Core]].
### Armor
| **Armor** | **Class** | **Effect** | **Cost** |
| --------------- | --------- | ------------------------------------------------ | -------- |
| Chainmail | MW | +1 hit point, +1 toughness | 20 gp |
| Leather, heavy | MW | +2 hit points | 15 gp |
| Leather, light | LW | +1 hit point | 10 gp |
| Mithril | FW | +2 hit points, +1 toughness | 150 gp |
| Platemail | HW | +3 hit points, +1 toughness; slow movement speed | 50 gp |
| Padded Armor | LW | +1 hit point, resistant to cold damage | 8 gp |
| Scale Mail | MW | +2 hit points, +1 toughness | 25 gp |
| Studded Leather | LW | +1 hit point, +1 toughness | 12 gp |
| Enchanted Cloak | FW | +1 toughness against magical attacks | 50 gp |
### Melee Weapons
| **Weapon** | **Class** | **Effect** | **Cost** |
| --------------- | --------- | ----------------------------------------------- | -------- |
| Flail | MW | +1 damage | 10 gp |
| Greatsword | HW | +1 attack, +1 damage | 25 gp |
| Polearm | HW | +2 attack | 20 gp |
| Shield | MW | +1 attack, +1 toughness | 15 gp |
| Shortsword | LW | Standard | 7 gp |
| Warhammer | HW | +1 damage, ignores Toughness bonuses from armor | 15 gp |
| Dagger | LW | Can be thrown (range 20 ft.) | 5 gp |
| Battleaxe | HW | +1 attack, +2 damage | 30 gp |
| Enchanted Blade | MW | +1 damage vs. magical creatures | 50 gp |
### Ranged Weapons
| **Weapon** | **Class** | **Effect** | **Cost** |
|----------------------|-----------|---------------------------------------|-----------|
| Blowgun | LW | Range 40 ft. | 5 gp |
| Crossbow, heavy | MW | +1 damage, range 150 ft. | 25 gp |
| Hand-axe | LW | Range 30 ft. | 3 gp |
| Longbow | MW | Range 200 ft. | 20 gp |
| Shortbow | LW | Range 100 ft. | 10 gp |
| Throwing Spear | LW | +1 damage, range 30 ft. | 6 gp |
| Sling | LW | Range 50 ft., +1 damage vs. unarmored targets | 3 gp |
| Javelin | LW | +1 attack, range 40 ft. | 4 gp |
| Enchanted Longbow | MW | Range 250 ft., +1 damage | 60 gp |
### Items
| **Item** | **Effect** | **Cost** |
| --------------------- | ---------------------------------------------- | -------- |
| Healing potion | Restores 1d5 hit points | 5 gp |
| Spell scroll | Contains one spell; single-use | 5-10 gp |
| Strength potion | Grants +1 power for 1d10 rounds | 8 gp |
| Ten-foot pole | +2 to perception checks to detect traps | 5 sp |
| Thieves’ kit | Contains lock-picking tools | 10 gp |
| Rope (50 ft.) | Essential for climbing and traversal | 7 sp |
| Lantern | Illuminates 30 ft., burns for 6 hours | 2 gp |
| Firestarter Kit | Essential for lighting fires in all conditions | 5 sp |
| Anti-toxin Vial | Grants advantage vs. poison effects for 1 hour | 15 gp |
| Grappling Hook | Can be used to scale vertical surfaces | 2 gp |
| Water Flask | Essential for long journeys; holds 1 gallon | 1 sp |
| Basic Rations (1 day) | Sustains one person for a day | 5 cp |
### Magical & Rare Gear
| **Item** | **Effect** | **Cost** |
| ------------------------- | --------------------------------------------- | -------- |
| Ring of Lesser Protection | +1 defense vs. magical and physical attacks | 100 gp |
| Boots of Speed | Doubles movement speed for 1d10 rounds | 150 gp |
| Amulet of Vitality | Grants +2 hit points | 200 gp |
| Bag of Holding | Can store up to 500 lbs. of items, weightless | 250 gp |
| Cloak of Shadows | Grants +2 to stealth checks | 120 gp |
## For Game Masters
This section consists of general guidance to assist game masters in running and mastering Tiny d10.
### Calibrating Encounters
The design and play philosophy of Tiny d10 differs significantly from many modern tabletop games, and so balancing encounters has always been something of a mechanical challenge. That said, it is possible to calibrate a readable danger gradient that provides player characters (PCs) a fair chance to adapt, disengage, or perish using the concept of **risk envelopes**.
In effect, this changes the calculus from "what is the percentile likelihood the party will win," to "does the encounter communicate the danger and can party skill meaningfully change the outcome?"
#### Lethality Drivers
Lethality drivers quantify danger and consist of four components:
1. Hit Points
2. Damage Bonuses
3. Combat Resources
4. Action Economy
The more Hit Points an enemy has; the more damage it can inflict; the more tactics or abilities it can employ; and the more allies it possesses, *the more lethal the encounter will be*. These four components inform the Baseline Encounter Unit.
#### The Baseline Encounter Unit
The Baseline Encounter Unit is a mental model that allows both game masters and players to quickly size up the lethality of a scenario.
A **Tier 1 Enemy** represents a monster with Hit Points, damage bonuses, and number of abilities comparable to a PC.
A **Tier 2 Enemy** represents a monster with Hit Points, damage bonuses, and/or number of abilities higher than a PC.
A **Tier 3 Enemy** represents a monster with Hit Points, damage bonuses, and/or number of abilities significantly higher than a PC.
>**Note:** Because the "baseline" for these tiers is one PC, the tiers are not dependent on character level and so can scale up or down as necessary.
#### Encounter Risk Bands
Once the tier of opponents has been determined, encounters can be calibrated using Risk Bands.
##### Low Risk
Encounters in the **Low Risk Band** consist typically of **Tier 1 Enemies** outnumbered 2:1 by the PCs. The PCs typically win these encounters quickly with minor Hit Point loss or resource drain.
##### Moderate Risk
Encounters in the **Moderate Risk Band** consist typically of **Tier 1 Enemies** of roughly equal numbers. The PCs can win these encounters if they act tactically, though there will likely be higher HP or resource attrition, and poor tactical choices may rapidly escalate the danger.
##### High Risk
Encounters in the **High Risk Band** typically consist of **Tier 2 Enemies**, or enemies of the same tier that outnumber the PCs. Again, PCs can win these encounters if they act tactically, coordinate, and leverage their resources effectively; however, retreat may prove necessary, and considerably higher HP or resource attrition is assumed. Overall, there is a higher risk of DEATH in **High Risk Band** encounters.
##### Extreme Risk
Encounters in the **Extreme Risk Band** typically consist of **Tier 3 Enemies**, or **Tier 2 Enemies** that outnumber the PCs, or **Tier 1 Enemies** that massively outnumber the PCs; additionally, environmental lethality can cause an encounter to fall into the **Extreme Risk Band**. PCs are unlikely to win—or even survive—these types of encounters, especially without the support of magical or otherwise powerful items and weapons; survival instead comes from avoiding these scenarios, or from planning for them meticulously.
#### Conclusion
As indicated at the outset, this is not necessarily balance, but rather calibration, and moreover ensures that information, agency, and consequences are not undermined in favor of encounter symmetry. It should nevertheless be useful to game masters seeking to design scenarios where mathematically predictable outcomes are desirable.
### Economy in Tiny d10
On the "gold standard" in TTRPGs, there has been decades of spirited discussion surrounding game economies and currency value. In an attempt to sidestep this, Tiny d10 dedicates only a few sentences to currency and economy. In the spirit of 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**gp** = $50 | 1**sp** = $10 | 1**cp** = $1
While not perfect, it serves as a clear and intuitive frame of reference for what is—in Gary Gygax's own words—an abstraction designed to facilitate fun and progression rather than simulate reality. Value equivalency helps game masters to better conceptualize wealth and so make on-the-fly decisions about equipment cost that are more or less agreeable to everyone at the table, without requiring prior knowledge of the actual cost of plate armor in medieval Europe (about which concrete historical details are scant and—due to this being a *fantasy* setting—of little value anyway). Rather, the cost of equipment can be more or less derived from their modern equivalent. For example, the following table:
| **Armor** | **Modern Equivalent (USD)** | **Base Cost (gp)** | Rarity | **Final Cost (gp)** |
| --------- | -------------------------------- | ------------------ | ------------ | ------------------- |
| Leather | Tactical vest (~$300 USD) | 6 gp | Common | 6-8 gp |
| Chainmail | Light armor (~$800 USD) | 16 gp | Common | 16-20 gp |
| Plate | Level 4 body armor (~$1,500 USD) | 30 gp | Uncommon | 30-40 gp |
| Mithril | High-end custom armor | 120 gp | Rare/magical | 120-150 gp |
When creating your own items (which you are strongly encouraged to do), consider using this table to align item costs to those established in the previous tables.
## Optional Rules
This section consists of optional rules that can modify or even enhance gameplay.
### Monster Size
To improve the granularity and realism of combat, the optional “monster size” rule may be used. This rule increases or decreases an attacker’s odds of striking his or her target based on the size of the monster, with smaller targets generally being slightly more difficult to hit and larger targets slightly less.
![[monster-size.png]]
_Extra small (XS)_ – attacker suffers -1 to melee and ranged attacks against extra small monsters (e.g. pixies, fairies, imps, etc.).
_Small (S)_ – attacker suffers -1 to ranged attacks against small monsters (e.g. giant rats, blackscale leeches, cave nymphs, etc.).
_Medium (M)_ – no effect (e.g. werewolves, humans, hobgoblins, etc.).
_Large (L)_ – attacker gains +1 to ranged attacks against large monsters (ogres, giants, basilisks, etc.).
_Extra large (XL)_ – attacker gains +1 to melee and ranged attacks against extra large monsters (dragons, bathemoths, tyrannosaurs, etc.).
### Rolling a Character
This optional rule allows you to quickly roll a random character, increasing the challenge (and often the fun) of gameplay.
#### Race
*Roll 1d10 to determine your race.*
| Roll | Race |
| ---- | -------- |
| 1-4 | Human |
| 5-7 | Dwarf |
| 8-9 | Halfling |
| 10 | Elf |
#### Class
*Roll 1d10 to determine your class.*
| Roll | Class |
| ---- | ------- |
| 1-2 | Cleric |
| 3-5 | Rogue |
| 6-9 | Warrior |
| 10 | Wizard |
#### Attributes
*Roll 1d10 for each Attribute, starting in order from Aspect to Reflex.*
| Roll | Score |
| ---- | ----- |
| 1-4 | 0 |
| 5-7 | 1 |
| 8-9 | 2 |
| 10 | 3 |
#### Hit Points & Power Points
Declare whether you are rolling first for Hit Points or Power Points, then roll 2d5 and add the results; do this for both HP and PP.
>**Note:** Generate Magic Points as per ***Fantasy Rules***.
> [!info] OPTIONAL SUB-RULE
> All additional Class Abilities and Spells are in quantities of 10, allowing you to also roll randomly for new abilities and spells; consider this approach for an extra challenge.
### Mass Combat
Designed for engagements of 10-100 combatants per side, Tiny d10's mass combat system uses Force Toughness, Engagement Rolls, and Outcomes to rapidly resolve large combat scenarios.
#### 1. Force Toughness (FT)
Each side in a mass engagement is assigned a Force Toughness (FT) ranging from 1–5 and based on force size, training, and position.
##### Base Force Toughness
| Number of Combatants | FT |
| -------------------- | --- |
| 10–20 | 1 |
| 21–30 | 2 |
| 31–50 | 3 |
| 51–75 | 4 |
| 76–100 | 5 |
##### Modifiers
Each side may have advantages or disadvantages applied based on training, technology, and positioning. Generally, it is recommended that you apply no more than two.
- Defensive position or prepared ground: +1
- Mounted vs foot: +1
- Well-trained combatants (e.g. Fort soldiers): +1
- Outnumbered 2:1 or worse: -1
- Poorly trained mobs: -1
- Surprised or ambushed: -1
> Patrols of 10–15 mounted Fort soldiers will usually be FT 3 (1 Base Force Toughness, +1 for training and +1 for mounts).
#### 2. Engagement Roll
Each side rolls 1d10 and adds their FT. The higher result wins the engagement, and the difference between the rolls determines by what degree.
This single roll represents:
- Leadership decisions
- Maneuvering
- Missile exchanges
- Morale shock
- Skirmishing
#### 3. Outcome
Compare totals and apply the result:
##### Difference 0–1: Stalemate
- Both sides disengage;
- Minor casualties on both sides (1d5 total per side);
- Patrol continues, but the men are shaken (-1 FT until rested).
##### Difference 2–3: Marginal Victory
- Loser retreats;
- Loser takes 1d10 casualties;
- Winner takes 1d5 casualties;
- 1-in-2 chance of a complication (see "**4. Complications**").
##### Difference 4–5: Clear Victory
- Loser breaks or scatters;
- Loser takes 2d10 casualties;
- Winner takes 1d5 casualties;
- Winner gains actionable intelligence, trophies, or prisoners.
##### Difference 6+: Rout
- Loser is destroyed, captured, or completely dispersed;
- Loser takes 3d10 casualties;
- Winner takes 1d5 casualties;
- Introduces lasting consequences (e.g. the losing side suffer -2 FT for 1d10 days).
> "Casualty" does not necessarily mean death—injuries, deserters, lost mounts, or missing men all count as casualties.
#### 4. Complications
While optional, complications are recommended to create texture for battles and introduce second order consequences.
On a **Marginal Victory** (or at the GM's discretion), roll 1d10:
| Roll | Complications |
| ---- | ------------------------------------------------------ |
| 1 | Officer/leader killed or wounded |
| 2 | Mounts or personnel injured or scattered |
| 3 | Valuable supplies lost (e.g. rations) |
| 4 | Prisoners taken |
| 5 | False outcome reports spread rapidly |
| 6 | Equipment damaged (e.g. armor, saddles, weapons, etc.) |
| 7 | Unexpected third party sighted |
| 8 | The victors are shaken (-1 FT until rested) |
| 9 | Enemy escapes with intelligence |
| 10 | Something follows the victors back (e.g. scouts) |
#### Implementing Mass Combat
This system was designed primarily to determine outcomes in military activities operated by GMs. The two main activities include patrol encounters and sorties.
##### Patrol Encounters
When a patrol encounters an opposing force:
1. Assign FT to patrol and enemy;
2. Roll 1d10 + FT for each;
3. Apply outcome;
4. Casualties reduce future patrol FT by -1 until replaced or rested.
1. This effect can be used to create patrol attrition over time.
##### Sorties
Sorties use the same rules, but may start with an additional +1 FT if planned and deliberate.
Sorties that suffer **Marginal Victory** or worse always generate rumors.
Sorties that achieve **Clear Victory** or **Rout** may:
- Reduce encounter chances in targeted hexes;
- Recover supplies;
- Capture prisoners;
- Or delay enemy actions.
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[The Worldwide Adventure Generator](https://publish-01.obsidian.md/access/c70f8f52c3adece09113e3690dfbf6c7/Files/Documents/td10wag-zine.pdf) – a preview of the newest Tiny d10 zine, for Friends of the System.