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2D10 ROLEPLAYING GAME | designed by nathan j. hill | http://mysticages.

com | ©2017 mystic ages publishing |

2D10 is a free, fast, action-oriented to 18. Add both dice together then add your taken an action. If the contest is not resolved,
roleplaying game. To play, you’ll need selected attribute’s value. start another turn. Counter actions do not count
imagination, friends, and ten-sided dice. Fourth, compare your hero’s result to the as a turn.
CREATING A HERO Difficulty Rating for the action. For most Hand-to-hand combat might use Prowess.
actions that do not involve an enemy foe, the Wizard duels might use Acuteness.
First, brainstorm a concept for your hero
DR is 15. A GM can raise and lower the DR Debates might use Magnetism.
that fits the setting. Who is she? What is his
story? What makes her special?
based on the complexity of the action. If the GIVING AND TAKING DAMAGE
action involves an opponent, compare your
Second, distribute 10 points among your If your hero succeeds in harming his
result to your enemy’s counter action. For
hero’s 3 attributes. Attributes are three broad opponent, the amount of damage dealt is
example, an attack by a hero might be
descriptors that define a hero’s overall equal to the difference between your hero’s
countered by a defensive maneuver from his
physical, mental, and social capacity. Each result and the difficulty rating. For example, if
opponent.
begins at 0, cannot have a negative value, and your hero had a result of 18 and the DR was
Fifth, if your result is higher than the DR or
cannot exceed a maximum of 5 during 15, the attack would deal 3 damage. This
your opponent’s result, your action is
character creation. difference can also be used to define other
victorious. If it is lower, than your action has
Prowess represents your hero’s effects - how many turns an opponent is
failed. If it is a tie, your hero’s action succeeds
physical strength, athleticism, and agility. unconscious, how many guards are distracted
but barely. The GM and players can narrate the
Acuteness represents your hero’s by an illusion, or how long it takes to heal.
outcome of an action.
m e n t a l c a p a c i t y, e d u c a t i o n , a n d All heroes can take damage equal to their
Reginald grabs the orc chieftain by the
cleverness. Prowess before being Wounded. While
throat and dangles him off the cliff. He rolls
Magnetism represents your hero’s wounded, a hero cannot make use of any
2d10, gets a total of 11, and adds 5 from
leadership, attractiveness, and gift for gab. feats. If a wounded hero takes an additional
his Prowess. His result is 16, 1 above the
Third, choose an occupation, a amount of damage equal to his Prowess, he
DR of 15, meaning his action is a success.
representation of the hero’s training, education, becomes unconscious and must eventually be
The chieftain pleads for his life.
and experience. Examples include soldier, revived. Heroes get to choose when and
private investigator, starship pilot, wizard, petty OCCUPATIONS where they die, so if such an epic event fits the
thief, psychologist, librarian, and hunter. Your If your hero’s action involves her story, the player gets to joyfully describe their
hero’s occupation should match the setting and occupation, add your selected attribute’s value hero going out in a blaze of glory.
be something reasonable and narrowly again. For example, if you hero was using his
HOOKS
defined. For example, “the greatest sorcerer in Magnetism of 5 in an action with his
the world” is not a suitable occupation. If occupation of “Diplomat”, you would add an In epic, inspiring stories, heroes are
unsure, work with your GM. additional 5 to your roll. Opponents and villains constantly “hooked” into adventure. For a GM,
Fourth, choose a single feat. A feat is an may also make use of occupations, even in hooks are a great tool to help launch a story
offensive, defensive, magical, or superhuman counter actions. with instant drama and action. For example, a
act or gift. Examples include “mighty blow”, GM could open an adventure for a hero like
FEATS Reginald with the discovery of orc tracks at the
“natural born mechanic”, “master of disguise”,
If your hero’s action makes use of his feat, edge of a destroyed farm, more than enough
“golden tongued orator”, “stone skin”, “blinding
roll an extra D10. Add the two highest dice to plunge the revenge-minded hero on a new
speed”, “mind fortress”, and “fire breather”. Be
results for your action. For example, if Reginald quest. For players, hooks shape their hero’s
sure the feat matches the setting and the feats
ambushed an orc party, using his feat, “arrow destiny, legend, and arc. Will they seek to
of other heroes. If in doubt, consult your GM.
to the skull”, to take down the lead warrior, he overcome, fulfill, or embrace it? Once per
Fifth, choose your hook. In a few words,
would roll 3D10. If his dice resulted in 4, 7, and game, a hero, usually in a desperate situation,
describe a flaw, fear, or passion that fuels your
3, Reginald would add the 4 and 7 together, can use his hook to re-roll an action. The
hero. Examples include “never leave anyone
discarding the 3. action must connect with his hook in a
behind”, “find my parents”, “hates to be called
chicken”, “settling the score”, “overthrow the SPECIAL ITEMS significant way. Re-roll all dice, even if they are
king”, “help the weak”, “defend my honor”, and Typical equipment, weapons, and armor from feats or special items.
“on the run”. are useful to heroes but have no special use in Reginald curses as his attempt to find the
REGINALD: Reginald is a stubborn play. Magical, sophisticated, or expert-crafted tracks of the orc band in the blinding rain
farmer’s son, hunting down the orc band items do. If your hero obtains one, it serves as meet with failure. Sinking to his knees, he
that took his mother and ravaged his farm. an additional feat but only applicable to one is ready to give up but feels a rush of
Prowess: 5, Acuteness: 3, Magnetism: 2. particular attribute. When used for its intended anger well up in him. He clambers back to
Occupation: Hunter. Feat: “arrow to the purpose as part of an action, roll an additional his feet. His player decides to invoke his
skull”. Hook: “Orcs are scum.” D10. Once again, no matter how many dice hero’s hook and roll again.

ACTIONS you might roll, keep the two highest results for GROWING AS A HERO
your action. Items should list the particular In between sessions, heroes may grow by
Your hero will encounter grave evil, battle
attribute in parentheses, like “shield of courage learning new occupations or gaining feats.
those who aim to do her harm, solve mind-
(Prowess)”, “alien repair tool (Acuteness)”, or Learning a new occupation requires training
bending puzzles, win over reluctant allies, and
“fedora of the archaeologist (Magnetism)”. with a teacher, professional, or mentor for an
perform tasks of daring physical and mental
fortitude. These are called actions. Follow the CONTESTS extended period of time. This should happen
steps below to resolve such daring actions. only when it makes sense to the ongoing story
Tense battles, persuasive stories, or
First, describe your hero’s action. The of your adventures. Feats are gained after
psychic duels are examples of contests when
more creativity you put into the it, the more heroic actions or events that save lives or
heroes and enemies take turns hitting,
exciting and engaging the story. greatly alter the setting. In both cases, players
debating, or outwitting each other. When a
Second, select the attribute that closest and the GM should suggest moments in the
contest occurs, each hero and enemy gets one
matches the action. story when it makes sense for either to
turn to act. Depending on the type of contest,
Third, roll 2D10. Remember to count a “0” happen, reflecting a hero’s progress toward
the hero or opponent with the highest
as a zero, giving you a range anywhere from 0 greatness.
applicable attribute goes first until all have

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