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OSR ONE-PAGER Rules

The document outlines a tabletop role-playing game system, detailing character creation, gameplay mechanics, spells, and referee procedures. It includes rules for attributes, ability checks, combat, equipment, and magic, emphasizing the importance of player interaction and decision-making. Additionally, it provides guidelines for managing encounters, treasure recovery, and experience points for leveling up characters.
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0% found this document useful (0 votes)
582 views2 pages

OSR ONE-PAGER Rules

The document outlines a tabletop role-playing game system, detailing character creation, gameplay mechanics, spells, and referee procedures. It includes rules for attributes, ability checks, combat, equipment, and magic, emphasizing the importance of player interaction and decision-making. Additionally, it provides guidelines for managing encounters, treasure recovery, and experience points for leveling up characters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SPELLS PLAYING THE GAME

AND 1. ADVANTAGE & DISADVANTAGE: When you have an

BLADES
advantage, you roll 2d20 and pick the better result. For rolls with
disadvantage, you instead pick the worse result.
2. ABILITY CHECKS: You roll d20 against your score with
CHARACTER CREATION equal or lower result meaning success. Referee might ask you to
SCORE MODIFIER 1. ATTRIBUTES: Roll 3d6 in order roll with disadvantage for dif cult checks.
3–8 –1 for all attributes to determine either
9–12 0 3. SAVES: You roll d20 against your save with equal or lower
positive or negative modi er.
13–18 +1 result meaning you succeed. Spells, monster abilities, traps,
grappling and similar maneuvers require successful save to
STRENGTH is how strong you are. You add modi er to your melee
avoid. To convert monsters’ saves ip them (subtract from 20).
attacks and damage. If you have positive modi er you can wear
heavy armor and use heavy melee weapons. 4. ENCOUNTER: Combat is measured in rounds (10s), while
INTELLIGENCE is how smart you are. If your modi er is negative, outside of combat time is measured in turns (10 min). In your
you can't write, read and cast spells. If your modi er is positive, round, you can move/handle item and attack/cast a spell.
you add it to number of spells you can cast each day. SURPRISE is rolled using d6 for both sides (on 5–6 is surprised).
WISDOM is how sane you are. Your WILLPOWER save (against REACTION is rolled using 2d6 + CHA modier of leading character
wands/spells) is equal to 5 + your level + WIS modi er. You also and by referee to determine monster/NPC reaction toward party.
add modi er to both REFLEX and FORTITUDE saves. HOSTILE UNFRIENDLY UNCERTAIN INDIFFERENT FRIENDLY
DEXTERITY is how nimble you are. Your REFLEX save (against 2 3–5 6–8 9–11 12
breath attacks) is equal to 5 + your level + DEX and WIS modi er. INITIATIVE is rolled using d6 by both sides to determine order.
You add modi er to your missile attacks and armor class (AC).
TO HIT is rolled using d20 + your level + STR/DEX modi er against
CONSTITUTION is how healthy you are. Your FORTITUDE save
opponent’s AC (if converting, subtract from 20). Roll of 20 means
(against death/paralysis) is equal to 5 + your level + CON and WIS you hit and deal max damage. Roll of 1 means you miss. Missile
modi er. You add modi er to your hit points (HP) for each level. attack ranges impose +1/0/–1 to hit for each increment in order.
CHARISMA is how popular you are. You can have number of DAMAGE is rolled using weapon’s damage die or with st you deal
hirelings equal to modi er + 3. Referee adds modi er to reactions. 1 damage. You add your STR modi er to melee damage.
2. HIT POINTS: Roll d6 and add your CON modi er to MOVE can be made up to 40’ per round (unless slowed by worn
determine your maximum hit points. After applying modi er, container). Running doubles it, but you can’t attack or cast.
your minimum hit points are 1.
5. CONDITIONS: Some of them are acquired by failing a save.
3. EQUIPMENT: You start with one weapon of your choice,
BLINDED you can’t attack.
4 torches and 2 rations. Roll 3d6 for your starting gold to buy the
rest of your equipment. Adventuring gear costs 1 gold; container FATIGUED you have –1 to hit and damage rolls if you didn’t rest.
cost is equal to its slots; weapon cost is equal to its damage die, PARALYZED you can’t do anything; opponents always hit you.
20 pcs of ammunition cost 1 and armor cost is equal to its AC.
POISONED you will die in 1 turn unless you nd an antidote.
You have 10 item slots. Most items requiring one hand to hold or
UNAWARE you don’t know where your opponent is; opponent has
are bundled (4 torches, 10 gold) and take 1 slot. Heavy, bulky or
items requiring two hands to hold take up 2 slots. Containers are advantage on to hit roll.
weightless, but impose move penalty (–5’ per container worn). 6. DEATH & HEALING: When at 0 HP you make FORTITUDE
4. FINISHING: Note all your statistics and equipment on a save to avoid death. If you fail, you must make new character at
sheet of paper. Pick a name, describe your character to other level 1. Every 24 hours you must rest at least once for 8 hours.
players and start playing! After a meal and uninterrupted rest you heal 1 HP.

MELEE WEAPONS DMG SPECIAL UNARMORED AC ADVENTURING GEAR ADVENTURING GEAR


Light 1d4 Can be dual-wielded. No armor 10 Bedroll Marbles (bag of 20)
(knife, sickle, handaxe) Shield +2 Caltrops (bag of 20) Mining pick
Blunt 1d4 You deal 2d4 damage to LIGHT ARMOR AC Candles (10) Mirror
(mace, club, staff) undead. Leather 12 Chain 10’ Oil ask
Bladed 1d6 You deal 1d8 damage when Chainmail 14 Cooking pots Parchment (4 sheets)
(sword, battleaxe) holding two-handed. HEAVY ARMOR AC Crowbar Pole 10’
Reach 1d8 Must be held two-handed. Splint 16 Drill Rations (4)
(polearm, spear) You can attack from 10’. Plate 18 Grappling hook Rope 50’
Heavy 1d10 Must be held two-handed. CONTAINER SLOTS Hammer (tool) Shovel
(greatsword, greataxe) Backpack 5 Holy symbol Spellbook (6 pages)
MISSILE WEAPONS DMG SPECIAL Belt pouch 1 Holy water Stakes (4) and mallet
Thrown (4) 1d4 Range 20’/40’/60’ Sack (small) 3 Iron spikes (10) Tent (2-person)
(dart, javelin) Sack (large) 6 Ladder 10’ Thieves’ tools
Heavy 1d6 Range 60’/120’/180’ Scroll case * 3 Lantern Tinderbox
(crossbow, bow) Requires ammunition. Quiver ** 2 Manacles Torch (4)
Ammunition (20) – Requires missile weapon. All items sold in bundles take 1 slot.
(arrows, bolts) * Only scrolls, maps, parchment; ** Only ammunition.
SPELLS AND BLADES by Helenth is licensed under CC-BY-SA 4.0. Cairn Spells by Yochai Gal, is adapted under CC-BY-SA 4.0.
MAGIC REFEREE PROCEDURES
1. SPELLBOOKS: Each may contain up to 6 spells that can’t 1. RULINGS: As referee you will be required to often make
be transcribed. Filled spellbooks may be found in dungeon or a ruling based on common sense. Encourage your players to
stolen from magic user, while empty can be bought. Roleplay instead of Roll-playing.
2. SCROLLS: Each contains one casting of a spell and can be 2. DUNGEON: Those can be literal, underground dungeons or
transcribed into a spellbook for 50 gold. This uses the scroll. any location players will be exploring.
Scrolls can’t be bought, only found.
MAP is for referee only. Players are responsible for making their
3. CASTING SPELLS: Requires holding a spellbook or scroll own based on referee’s description.
in one hand and reading incantation aloud. Each day you can DUNGEON LEVEL and its challenges should loosely correspond to
cast number of spells equal to your level + INT modi er. characters’ level.
LEVEL is equal to your level and determines strength of a spell ENCOUNTERS should be checked every 2 turns and each time
you cast. characters make noise or something else to alert monsters.
CONCENTRATION is required after casting non-instantaneous Roll d6, on 6 an encounter begins 2d6 × 10’ from characters.
spell. If you take damage or fail a save, the spell ends. MOVEMENT inside dungeon is tripled and measured in turns.
SAVE is made by unwilling creature targeted by your spell to DARKNESS inside dungeons is common and makes most checks
avoid its effects. harder. Most monsters can see in darkness.
MELEE HIT might be required instead of SAVE when you have to TORCHES cast light in 30’ and expire after 1 hour. LANTERNS cast
touch an unwilling creature. light in 30’ and must be re lled after 4 hours. CANDLES cast light
d20 SPELL DESCRIPTION in 10’ and expire after 1 hour. LIGHT SPELL casts light in 20’.
1 Animate Object An object obeys your commands as best
DOORS might be stuck and require STR check or locked and
it can for LEVEL × turns.
2 Beast Form You and your possessions transform into require DEX check using Thieves’ tools. Listening for sounds
a mundane animal for LEVEL × turns. requires WIS check.
3 Charm A creature you can see treats you as a SEARCHING for secrets or traps within 10’ × 10’ area takes 1 turn
friend for LEVEL × hours. and requires descriptive approach.
4 Command LEVEL × creatures obey a three-word
command that does not cause it harm. TRAPS cause D. LEVEL × d6 damage or death. Disarming requires
5 Control Dead LEVEL × HDs of undead ee on your sight descriptive approach and appropriate tools.
or LEVEL × skeletons rise from the
ground to serve you for 24 hours. 3. WILDERNESS: Travel and exploration is measured in
6 Deafen LEVEL × nearby creatures are deafened. watches (4h). Most actions take full watch.
7 Detect Magic You can see or hear nearby magical TRAVEL RATE per watch equals 6 miles, up to 3 watches a day.
auras within LEVEL × 10’.
8 Disguise You may alter the appearance of one ENCOUNTERS should be checked twice a day. Roll d6, on 6 an
creature you touch for LEVEL × turns. encounter begins 4d6 × 30’ from characters.
9 Enlarge / Reduce A creature you touch is enlarged to the
NAVIGATION is made in dense or barren terrain and requires WIS
size of elephant or shrunk down to the
size of a mouse for LEVEL × turns. or INT check to avoid getting lost.
10 Fog Cloud A dense 20’ radius sphere of fog spreads FORAGING & HUNTING takes full watch and requires WIS or DEX
out from you. check to nd d6 rations.
11 Haste / Slow One creatures’ movement speed is
tripled or halved for LEVEL × turns. 4. DOWNTIME: Time between exploring and traveling is
12 Illusion You create room-sized illusion in front spent in towns. Character recovers full HP after week in town.
of you or illusory sound that seem to
come from a direction of your choice LIVING COST equals to LEVEL × 5 gold per month.
lasting for LEVEL × hours. RECRUITING costs 10 gold per notice and requires reaction roll of
13 Light / Darkness A oating 20’ radius light follows you or 9+ to succeed. Non-combatants require 5 gold per month.
20' radius sphere of darkness appears in
front of you for LEVEL × turns. Combatants will want 50% share of treasure.
14 Open / Lock A nearby mundane or magical lock 5. TREASURE: Recovering treasure is main drive behind
unlocks or locks loudly. adventuring and source of XP.
15 Push / Pull LEVEL × objects are pulled directly
towards you or pushed directly away CONVERTING TREASURE from adventures and systems is possible.
from you with the strength of one man. A rule of thumb is every 10 gp or -worth equals 1 gold.
16 Read Mind You can hear the surface thoughts of
nearby creatures for LEVEL × rounds. 6. XP & LEVELING: All XP received is shared between party.
17 Sense Choose one kind of object. You can sense Character gains a level for every 1000 XP accumulated. They may
the nearest one for LEVEL × turns. rise their saves and to hit bonus, as well as add d6 + CON modi er
18 Sleep LEVEL × HDs of creatures you can see to their HP (minimum of +1).
fall into a light sleep.
19 Teleport Object or creatures you touch are RECOVERING TREASURE and successfully bringing it to town gives
transported from one place to another in 1 XP for 1 gold-worth spent carousing or on other activities.
a LEVEL × 10’ radius.
KILLING MONSTERS gives 1 XP per its HD.
20 Vision Creature you touch can see heat energy
in darkness for LEVEL × hours. EXPLORING whole level gives 10 XP per D. LEVEL.

SPELLS AND BLADES by Helenth is licensed under CC-BY-SA 4.0. Cairn Spells by Yochai Gal, is adapted under CC-BY-SA 4.0.

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