Turns taken Clockwise -------
------- Stats ------------------------- Loot --------------------------
--------------------------
Players: 10 Loot can be carried, 10 Loot can be equipped.
❖ Move F ar ( 50ft or so)
• S TR: melee attack, • A rmor: Hard to hit Must be equipped to be used or provide bonuses.
lift, smash, grip Starts at 10.
❖ Move N ear ( few steps) + Action ★ Food: Number of uses. Instant use.
• D
EX: range attack,
❖ Move C lose ( face to face) + Action Doesn’t count towards carry limit.
speed, jumping
GMs: ★ Armor: Max of 20 armor.
• C ON: recover, • B asic Effort: d4
❖ Act for Monsters / Hazards Most stuff. Bare hands ★ Weapons: max of 3 equipped
toughness, endure
❖ Countdown t he Timer Die ★ WIS Spells: Internal. No Sots. No trading.
• W
IS: magic, • W
eapon Effort: d6
Swords, bows, pistols ★ INT Spells: Depends -- see pg. 47
senses, intuition
Actions ----------------------
---------------------- • M
agic Effort: d8
❖ Simple: No roll required
• I NT: magic, IQ, House Rules -------------------
-------------------
memory, languages Arcane, divine power
❖ Check: d20 roll >= Target : Pass/Fail • U
ltimate Effort: d12 Luck: W
henever you miss a check or attempt,
❖ Attempt: d20 roll >= Target : Roll Effort
• C HA: leadership, gain a Token. You can spend Tokens whenever
voice, fearlessness Nat 20, add to effort
Effort is progress. 1 Heart = 10 Effort you like to increase any dice result by 1.
Target -----------------------
----------------------- Recovery ---------------------
--------------------- Camp: In a safe place the group can make camp.
The Target is set for the entire area. Spend a turn patching wounds Every member MUST consume a ration. Each PC
10-12 is normal. 16+ is extremely difficult. ➔ Moments: d20 + CON against Target can choose to work on a project (3 attempts) or
Recover (1 + CON) HP sleep (recover full HP).
➔ Hours: If safe, regain 1 heart
arget +
Hard Task: T 3 Easy Task: T
arget - 3
If unsafe, gain (1 + CON) HP Identification: replaces Chests. Items are given
• Unfamiliar Task • Already attempted ➔ Days: recover all hearts out with basic descriptions. Players must make
• Magical resistance • Training / Experience Attempts to investigate and discover the magical
Death ------------------------
------------------------ properties of an item.
• Distractions, Dark • Working together
1) W
hen you hit 0 HP or less you are dying
• Time Pressure • Useful Loot Loot Tables ------------------
------------------
2) Roll a d6 => That many turns until death
3) E ach turn roll d20. If 20, revived with 1 HP Instant (just roll) or In a chest (1 to 3 hearts)
Timekeeping ------------------
------------------ 4) If Ally reaches you before death, and makes
The game is ALWAYS taken in turn order. Always. Weapons 27 Spell Lists: 44
INT/WIS check: stabilized but still KO’d. Ancient 198 Sci Fi 204
➔ Moment: just a few seconds Shabby 200 Cursed 202
Actions made in combat
Epic 206 Bizarre 208
➔ Hours: 1-3 hours
Between battles, resting, exploring
➔ Days: 1-5 days
Between sessions, uneventful journeys
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Index Card RPG by Runehammer
Runehammer Games
Games ❤ For more useful tools, visit Technicalgrimoire.com
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Always have a timer going. The Game Master’s Oath ---- ---- Notes / Misc ------------------
------------------
Make every turn matter. Let the Torrent Flow: Unleash your ideas
________________________
Remember: Know the rules and the world
Fail Forward.
World from Actions: Only make what is needed ________________________
Be an Architect: Understand space
Monsters on the Fly -----------
----------- Be Poetic: Evoke emotions, drama, wonder ________________________
HEARTS: Adjust for the current moment.
BONUSES: +1 is minor +6 is HUGE
Be Energetic: Set the tone. Arouse excitement
Lift Them Up: Not about you. Be fan of players
________________________
LOOT: 1 Chest dropped per HEART after the first. Beacon of Camaraderie: Be a masterful host ________________________
ACTIONS: Monsters should break the rules. Be a Terror: Forgiving and sadistic
Actions work best with a pattern or limit. ________________________
Names --------------------- ________________________
⦿ Trap Them: STR roll to escape.
⦿ Repel Them: Shove back to far distance. Lash Sland Vex ________________________
⦿ Area of Effect: Save or suffer. Toxen Evoka Scrub
⦿ Destroy Gear: VERY scary. Use rarely. Skip Crony Tatter ________________________
⦿ Steal Gear: Less dangerous, gear can be Hunter Ruby Veil ________________________
retrieved from the monster after defeated. Malvara Shep Doc
⦿ Vanish/Reappear: Powerful reaction ability.
Wulf Scout Kit ________________________
⦿ Flee: Make them chase it down.
Tirade Slayton Trace ________________________
⦿ Immune: Make immunities obvious to players.
Find more Memorable here.
Memorable Names here
⦿ Negate Attacks: Use rarely, give some kind of
secret or pattern for players to learn. Shopping -------------------- ________________________
⦿ Regenerate/Enrage: Increase hearts or Starting Equipment & Basic Weapons 5 ________________________
bonuses midway through a fight. Large Weapons 10
⦿ Statuses: Fire, poison, paralysis, terrify etc. Armor 5/pt Advanced (3+) 15/pt ________________________
Set a time limit or let players negate with a roll.
⦿ Multiple Actions: Variety is paramount, but
Travel Supplies (4 People for 1 Day) 10 ________________________
Starter Loot 50
can result in a tough, memorable fight.
Shabby Loot ½ x Roll ID ________________________
⦿ Summon/Multiply: Be sure to set some kind of
limit or weakness so players can stop it.
Basic Loot Roll ID ________________________
Epic Loot 20 x Roll ID
⦿ Destroy Terrain: Affect battlefield, intimidate.
Tier 1 Rewards 250 ________________________
⦿ Create Terrain: Fire, poison clouds, rock walls.
⦿ Explode: Damage/Gear lost upon death. Tier 2 Rewards 1,000 ________________________
⦿ Cloak: Force WIS check to spot before attack. Tier 3 Rewards 5,000
Tier 4 Rewards 50,000 ________________________
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Index Card RPG by Runehammer
Runehammer Games
Games ❤ For more useful tools, visit Technicalgrimoire.com
Technicalgrimoire.com