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authorFilip Wandzio <contact@philw.dev>2026-01-24 08:39:00 +0100
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Create basic rulesetHEADmaster
The ruleset contains basics, character creation, combat, magic. Implement example one-shot campain.
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1\chapter{Introduction}
2\textit{SRPGD} is a modular OSR system inspired by MYFAROG and Basic Fantasy.
3It focuses on old-school principles: simple rules, player freedom, and a deadly, unpredictable world.
4Though designed for dark fantasy, its modularity lets you adapt it to other settings.
5Exploration, combat, and magic emphasize risk, resourcefulness, and consequence over complexity.
6
7\textit{SRPGD} is an OSR-inspired d20 system. The core mechanic is simple: roll a twenty-sided die, add relevant modifiers, and compare the result to a target number. Success means the character overcomes a challenge; failure can bring consequences or complications.
8
9Players create and control characters, describing their actions, making decisions, and rolling dice to determine outcomes. They drive the story through their choices and creativity.
10
11The Game Master (GM) runs the game world, presents challenges and threats, controls non-player characters, and interprets the rules. The GM ensures the narrative flows, balances tension, and adjudicates outcomes.
12
13Together, Players and the GM tell a story of danger, discovery, and survival in a harsh, unforgiving world.
14
15\section{Requirements}
16
17To play, you need pencil, paper, and a set of dice (at least a d20). A character sheet helps track stats and gear. Above all, bring imagination and a willingness to face risk.
18
19\section{Setting Flexibility}
20
21\textit{SRPGD} is a setting-agnostic system. Though built with dark fantasy in mind, its modular design lets you easily adapt it to other genres—including science fiction—by swapping or modifying tables and details.
22
23This open framework encourages creativity, letting GMs and players craft unique worlds without being tied to preset lore or limitations. The system’s focus on core mechanics ensures smooth play regardless of setting.
24
25\section{How to Use This Book}
26
27This book is designed to be modular and flexible. Game Masters are encouraged to adapt, change, or ignore rules as needed to best fit their group and story. The system’s simplicity makes it easy to add new elements, tweak mechanics, or invent your own content.
28
29Each chapter covers a core aspect of the game.
30Feel free to reorder, combine, or expand sections to suit your vision.
31
32This book is a toolkit, not a cage. Use it to build your world, challenge your players, and create memorable adventures on your own terms.
33
34\section{Character Generation}
35To create a character, roll $3d6$ for each core attribute.
36Strength defines raw physical power and the ability to wield melee weapons.
37Dexterity governs speed, balance, reflexes, and precision.
38Constitution determines endurance, stamina, and resilience to injury.
39Intelligence measures memory, logic, perception, and the ease of learning.
40Faith reflects conviction, willpower, and resistance to the harsh events of the world.
41Note each atribute in your character sheet and apply modifiers accordingly to table \ref{tab:ability-modifiers}.
42
43\begin{table}[htbp]
44\centering
45\begin{tabularx}{0.7\columnwidth}{lX}
46Score & Modifier\\
47\midrule
483 & -3\\
494-5 & -2\\
506-8 & -1\\
519-12 & 0\\
5213-15 & +1\\
5316-17 & +2\\
5418 & +3\\
55\end{tabularx}
56\caption{Ability Score Modifiers}
57\label{tab:ability-modifiers}
58\vspace{1em}
59\end{table}
60
61Characters do not have traditional skill sets. Instead, when attempting an action, players test one of their core attributes by describing their intent and approach. The Game Master determines which attribute applies based on the nature of the action. This encourages player creativity and narrative-driven gameplay, focusing on how the character attempts a task rather than relying on predefined skills and solving every interaction via rule table.
62
63
64\subsection{Example Skill Usage}
65
66Imagine player character named Herkja.
67She is some kind of rogue and illusionist and she is attempting to sneak past a guard.
68The player describes moving silently and cloaking her footsteps with a minor illusion spell.
69
70The GM calls for a Dexterity check to determine if Herkja’s stealth is successful. Herkja rolls a d20 and adds her Dexterity modifier (+2).
71
72Next, to control the illusion that mutes her footsteps, Herkja must make an Intelligence check. She rolls a d20 and adds her Intelligence modifier (+1).
73
74The guard, alert but tired, rolls a d20 and adds their Intelligence modifier (+0) for the awareness check.
75
76Suppose the rolls are:
77
78\begin{itemize}
79 \item Herkja’s stealth roll: 13 + 2 = 15
80 \item Herkja’s illusion control roll: 14 + 1 = 15
81 \item Guard’s awareness roll: 12 + 0 = 12
82\end{itemize}
83
84Since Herkja’s stealth and illusion checks both exceed the guard’s awareness roll, she successfully sneaks by unnoticed. If either check had failed to beat the guard’s roll, the illusion might falter or the guard could detect her presence.
85
86
87\subsection{Flaws}
88Every character carries a flaw, a crack in mind, body, or will that shapes behavior.
89To determine it, roll 2d10 and resolve using the table below.
90
91\textit{Hint for players: a flaw can create tension, drama, or memorable moments. Clever roleplay may even turn it into an advantage.}
92
93
94\vspace{1em}
95\noindent
96\begin{tabularx}{\columnwidth}{@{}r X@{}}
97Roll & Flaw \\
98\midrule
991 & Cowardice \\
1002 & Haunted \\
1013 & Addiction \\
1024 & Loyalty \\
1035 & Paranoia \\
1046 & Cruelty \\
1057 & Phobia \\
1068 & Obsession \\
1079 & Honor \\
10810 & Numbness \\
10911 & Honesty \\
11012 & Submission \\
11113 & Insomnia \\
11214 & Curiosity \\
11315 & Taboo \\
11416 & Guilt \\
11517 & Degeneration \\
11618 & Reality Fracture \\
11719 & Temptation \\
11820 & Fatalism \\
11921 & Temper \\
12022 & Gluttony \\
12123 & Pride \\
12224 & Impatience \\
12325 & Cowardly Luck \\
124\end{tabularx}
125
126\vspace{1em}
127\noindent
128\begin{tabularx}{\columnwidth}{@{}r X@{}}
129Roll & Flaw \\
130\midrule
13126 & Recklessness \\
13227 & Secretive \\
13328 & Stubbornness \\
13429 & Superstition \\
13530 & Selfishness \\
13631 & Weak Grip \\
13732 & Clumsiness \\
13833 & Forgetfulness \\
13934 & Naivety \\
14035 & Silence \\
14136 & Suspicion \\
14237 & Obesity \\
14338 & Fragile Health \\
14439 & Addiction \\
14540 & Gullibility \\
14641 & Superiority \\
14742 & Reckless Hope \\
14843 & Blind Faith \\
14944 & Cowardice \\
15045 & Hesitation \\
15146 & Melancholy \\
15247 & Hubris \\
15348 & Greed \\
15449 & Naive Curiosity \\
15550 & Fear of Death \\
156\end{tabularx}
157
158\vspace{1em}
159\noindent
160\begin{tabularx}{\columnwidth}{@{}r X@{}}
161Roll & Flaw \\
162\midrule
16351 & Obsession \\
16452 & Compulsion \\
16553 & Impulsiveness \\
16654 & Vulnerability \\
16755 & Irritability \\
16856 & Prejudice \\
16957 & Self-doubt \\
17058 & Hallucinations \\
17159 & Greed \\
17260 & Reckless Courage \\
17361 & Weak Resolve \\
17462 & Fanaticism \\
17563 & Secret Fear \\
17664 & Claustrophobia \\
17765 & Obsession \\
17866 & Slow Reflexes \\
17967 & Emotional Instability \\
18068 & Overconfidence \\
18169 & Cowardly Habit \\
18270 & Stubborn Loyalty \\
18371 & Muteness \\
18472 & Hallucination \\
18573 & Overthinking \\
18674 & Hypochondria \\
18775 & Claustrophobia \\
188\end{tabularx}
189
190\vspace{1em}
191\noindent
192\begin{tabularx}{\columnwidth}{@{}r X@{}}
193Roll & Flaw \\
194\midrule
19576 & Superstition \\
19677 & Sadism \\
19778 & Addiction \\
19879 & Gullibility \\
19980 & Cowardice \\
20081 & Obsession \\
20182 & Pride \\
20283 & Recklessness \\
20384 & Weak Will \\
20485 & Curiosity \\
20586 & Fear \\
20687 & Obsession \\
20788 & Phobia \\
20889 & Madness \\
20990 & Hubris \\
21091 & Selfishness \\
21192 & Compulsion \\
21293 & Naivety \\
21394 & Weak Grip \\
21495 & Temper \\
21596 & Fragile Health \\
21697 & Melancholy \\
21798 & Obsession \\
21899 & Paranoia \\
219100 & Fatalism \\
220\end{tabularx}
221
222\subsection{Currency}
223Every character begins the adventure with a small sum of coin, representing what they have managed to gather, steal, or inherit before leaving their past behind. To determine starting gold, roll $3d6$ and multiply the total by 10. The result is the number of gold pieces (gp) your character carries.
224
225This is not a limit on what can be acquired during play, but it sets expectations for equipment, bribes, and other minor expenses at the start of the game. Wealth in this system is precarious; it may vanish quickly through necessity, theft, or misfortune.
226
227\subsection{Starting Equipment}
228
229All equipment must be purchased using starting gold. Items are worn, salvaged, stolen, or forged by desperate hands. Nothing is new. Nothing is clean.
230
231
232\vspace{1em}
233\noindent
234
235\subsection*{Weapons}
236
237\begin{tabularx}{\columnwidth}{@{}X c c r@{}}
238Weapon & Damage & Properties & Price (gp) \\
239\midrule
240Rusted dagger & 1d4 & Light, concealable & 3 \\
241Wooden club & 1d4 & Blunt & 1 \\
242Hand axe & 1d6 & Light & 8 \\
243Woodcutter's axe & 1d8 & Two-handed & 12 \\
244Chipped short sword & 1d6 & One-handed & 15 \\
245Worn long sword & 1d8 & One-handed & 25 \\
246Dented iron mace & 1d6 & Blunt & 10 \\
247Chain flail & 1d8 & Reach & 18 \\
248Cracked-shaft spear & 1d8 & Reach, two-handed & 6 \\
249Old war halberd & 1d10 & Reach, two-handed & 30 \\
250Short bow & 1d6 & Ranged (60 ft) & 18 \\
251Long bow & 1d8 & Ranged (100 ft) & 25 \\
252Crossbow & 1d10 & Reload & 28 \\
253Throwing knives (3) & 1d4 & Thrown (30 ft) & 4 \\
254\end{tabularx}
255
256\vspace{1em}
257\subsection*{Armor and Shields}
258
259\begin{tabularx}{\columnwidth}{@{}X c c r@{}}
260Armor & Armor Value (AC) & Properties & Price (gp) \\
261\midrule
262Cloth rags & 11 & Light & 5 \\
263Padded armor & 12 & Light & 8 \\
264Patched leather armor & 13 & Light & 25 \\
265Studded leather & 14 & Medium & 40 \\
266Rusted chain shirt & 15 & Medium & 45 \\
267Chainmail & 16 & Heavy & 60 \\
268Dented helmet & +1 & Stackable & 5 \\
269Small shield & +1 & Off-hand & 8 \\
270Large shield & +2 & Off-hand & 15 \\
271\end{tabularx}
272
273\vspace{1em}
274\subsection*{Clothing and Gear}
275
276\begin{tabularx}{\columnwidth}{@{}X r@{}}
277Item & Price (gp) \\
278\midrule
279Worn common clothes & 2 \\
280Hooded cloak & 4 \\
281Leather boots & 3 \\
282Workman's gloves & 2 \\
283Leather belt & 1 \\
284Backpack & 4 \\
285Belt pouch & 1 \\
286Bedroll & 3 \\
287Wool blanket & 2 \\
288Hemp rope (10 m) & 5 \\
289Torch & 1 \\
290Lantern & 6 \\
291Lamp oil flask & 1 \\
292Flint and steel & 3 \\
293Iron crowbar & 5 \\
294Waterskin & 2 \\
295Travel rations (1 day) & 1 \\
296Mess kit & 3 \\
297\end{tabularx}
298
299\vspace{1em}
300\subsection*{Tools and Utility}
301
302\begin{tabularx}{\columnwidth}{@{}X r@{}}
303Item & Price (gp) \\
304\midrule
305Lockpicks & 8 \\
306Grappling hook & 8 \\
307Iron hammer & 4 \\
308Iron spikes (5) & 3 \\
309Chalk & 1 \\
310Quill and ink & 2 \\
311Glass vial & 1 \\
312Bandages (5 uses) & 4 \\
313Cracked hand mirror & 4 \\
314Tarnished holy symbol & 4 \\
315Incense sticks (3) & 3 \\
316\end{tabularx}
317
318\vspace{1em}
319\subsection*{Questionable Goods}
320
321\begin{tabularx}{\columnwidth}{@{}X r@{}}
322Item & Price (gp) \\
323\midrule
324Cheap alcohol & 1 \\
325Weak black market poison & 15 \\
326Sleeping draught & 10 \\
327Fake lucky charm & 2 \\
328Unknown relic fragment & 12 \\
329Incomplete forbidden book & 20 \\
330Preserved monster organ & 10 \\
331\end{tabularx}
332
333
334\subsection{Acquiring Magic}
335
336Magic knowledge is found, stolen, or bargained for. At character creation or during play, a character can attempt to acquire magic formulas as follows:
337
338\begin{enumerate}
339\item \textbf{Spell Acquisition Cost}: Spending 20 gp worth of coin, favors, or rare items allows a single roll on a spell school table to gain a spell formula.
340\item \textbf{Spell Schools}:
341\begin{itemize}
342\item Anyone may attempt Illusion, Elemental, or Blasphemy spells.
343\item If characters acquires Blasphemy, they cannot perform Ritual or Miracle magic.
344\item Miracles require a religious or priestly background.
345\item Rituals require cult knowledge or extended study.
346\end{itemize}
347\item \textbf{Spell Formula}: Acquiring a spell formula grants knowledge of how to cast it—but not mastery.
348\end{enumerate}
349
350\subsection*{Choosing Magic at Character Creation}
351
352Players may acquire spell knowledge during character creation by one of the following methods:
353
354\begin{description}
355\item[1. Random Discovery:]
356Pay 20 gp or offer a rare item to roll once on a chosen magic school table (Illusion, Elemental, Blasphemy, Miracle, or Ritual).
357The spell rolled is the formula learned.
358
359\item[2. Focused Study:]
360Pay 40 gp or offer a more valuable rare item (twice the base cost) to select one magic school.
361Roll d10 on that school’s spell table and choose one spell from the results to learn.
362This represents targeted study or having a mentor.
363
364\item[3. Forbidden Bargain:]
365Sacrifice 1d4 points from INT or FAI or take 1 permanent corruption point.
366Select any one spell from any flavor's tables without rolling.
367This represents a dark bargain or ritual sacrifice for forbidden knowledge.
368\end{description}
369
370Regardless of method, learning the spell requires downtime and a learning check (see \emph{Learning Spells}).
371