Tiny d10: Fantasy Core Rules (Ultra-Light Edition)
Tiny d10: Fantasy is an easy to learn, quick to play tabletop role-playing game (RPG) in the fantasy tradition that requires only paper, pencil, and a single 10-sided die (1d10). The Fantasy Core Rules are presented here in ultra-abbreviated format. To find the complete edition, which includes character sheets, game mastering tips, a full-sized bestiary, and other useful content, visit https://td10.org!
Character Creation
When creating your character, consider things like his or her appearance, background, and general attitude.
Races
Step 1: Select a race.
Dwarf – gain +1 hit point (HP) per level; +1 damage against goblins; low-light vision up to 100'.
Elf – gain +1 intellect at levels 1, 3, and 5; +1 to any know check.
Halfling – gain +1 power point (PP) per level; +1 to sneak checks.
Human – gain +1 aspect at levels 1, 3, and 5; +1 to persuade checks; +1 attack bonus against natural beasts.
Classes
Step 2: Select a class.
Cleric – T6; uses middleweight weapons & below; uses middleweight armor & below; +1 MP, +2 PP. Begins with 3 class abilities.
Rogue – T6; uses mediumweight weapons & below; uses lightweight armor; +1 HP, +2 PP. Begins with 3 class abilities.
Warrior – T7; uses all types of weapons and armors; +2 HP, +1 PP. Begins with 3 class abilities.
Wizard – T5; uses only lightweight weapons; uses only featherweight armor; +3 MP. Begins with 3 class abilities.
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: Divide10 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. 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 wealth. Roll 1d10 for gold (gp), silver (sp), and copper pieces (cp), multiplying each result by 10.
1gp = $50 | 1sp = $10 | 1cp = $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.
To determine a check’s toughness (T), consider the following:
- 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.
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.
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. To do so, roll 1d10 and add relevant attribute and skill bonuses to the result. The highest result 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.
Simplified Combat Rules
- One combat round consists of all combatants' turns; each turn represents roughly 5 seconds.
- Only one attack/ability/spell per turn (unless otherwise noted).
- Only one movement sequence per turn (if standing up after being knocked prone, movement range is reduced by half).
- Less significant actions may be done freely.
- Damage inflicted is 1, unless otherwise specified.
- 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 = 20-40 ft. | Moderate = 40-60 ft. | Fast = 60=80 ft.
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-based Skills
- Charm
- Detect (magic or motive)
- Heal
- Intimidate
- Persuade
- Survival
Intellect-based Skills
- Craft
- Detect trap
- Know (history, nature, or religion)
- Listen
- Magic Use
- Spot
Reflex-based Skills
- Acrobatics
- Disarm trap
- Hide
- Pick lock
- Sleight-of-hand
- 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.
Lists
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
- Chainmail – MW; +1 hit point, +1 toughness. Cost:
- Leather, heavy – MW; +2 hit points.
- Leather, light – LW; +1 hit point.
- Mithril – FW; +2 hit points, +1 toughness. Cost:
- Platemail – HW; +3 hit points, +1 toughness;
slow movement speed when equipped.
Note: featherweight (FW) is a quality generally possessed by rare and/or magical equipment.
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:
- Healing potion – average potion restores 1d5 hit 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; +1 to perception checks to detect traps.
- Thief’s kit – contains lock-picking tools.
Class Abilities
Cleric Class Abilities
Blessed – re-roll any failed roll. Cost: 3 power points (4 if applied to a nearby ally).
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.
Words of healing – a short invocation that grants +2 temporary hit points to allies within earshot. Cost: 1 power point.
Words of strength – a short invocation that grants +1 power to allies within earshot; lasts for 1d5 combat rounds. Cost: 2 power points.
Rogue 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.
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.
Haste – forgo your attack action to move up to double your maximum speed.
Warrior Class Abilities
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.
Overpower – reroll a failed power challenge. Cost: 1 power point.
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.
Wizard Class Abilities
Arcane knowledge – reduce spell cost by 1 magic point (may not reduce spell cost to 0).
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).
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.
Spells
Divine Spells
Burning touch – inflicts 1d5 damage to evil, undead, or otherwise unholy entities. Cost: 2 magic points.
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 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; when this spell is first cast, all undead must aspect save versus caster’s spell save or suffer 1 damage. Cost: 2 magic points.
Magical Spells
Ball of light – a powerfully luminous orb. Cost: 0 magic points.
Dispel magic – eliminates any magical effect. Cost: 2 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).
Magic missile I – inflicts 1 damage; attack roll versus
toughness; range 100 ft. Cost: 0 magic points (2 to
automatically strike the target).
This completes Tiny d10: Fantasy Core Rules (Ultra-Light Edition). Go forth and play!
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