Sep 16, 2024 3:19 pm
This is a riff on Ouroborus OSR, by Sean F. Smith: https://seanfsmith.itch.io/osr
**Making a character**, according to Ouroboros d12, has the following steps:
0. You start at level 1.
1. roll 2d6 in order for SKill, STamina, and LucK.
SK applies to men and monsters, ST to the environment, and LK to the gods and mind.
If your total for all three stats is less than 20, then you may choose to distribute 20 points among the three stats.
2. For each stat less than 10, pick an advantage that is tied to that stat. They can be things such as:
- fighting
- knowing
- hiding
- fixing
- calling
- casting
- etc. (be creative, but think of likely challenges as well)
You don't need an advantage to attempt anything.
3. roll 1d6 for wealth: (1-2) pennies; (3-5) shillings; (6) pounds [of silver]
You may carry at most 8 items, but a pouch or pack and its reasonable contents count as a single item
You may have anything that costs less than your wealth. If you want something that equals your wealth, test SK (more about Testing below ...) If you fail the test, your wealth goes down a level.
Of most interest, most adventuring gear costs pennies, but anything metal, such as weapons or tools, cost shillings. Light armor or shields also cost shillings. Moderate or heavy armor, and great weapons (usable as both weapon and shield - two hands), cost pounds.
**Testing a stat**
Roll 1d12. If you have advantage, roll 2d12 and pick one. If you have disadvantage, roll 2d12 and I pick one. Advantage cancels disadvantage. 1 always succeeds, 12 always fails. If the challenge is higher level than you are, add its level to the roll. If the total is less than or equal your stat, you succeed. Otherwise, fail.
**Time and movement**
Time and movement are tactical, exploration, or montage.
Tactical time and movement happen in "moments" and yards. In each moment, you can retreat, move adjacent to a different opponent, or make an attack. Opponents likewise.
Exploration time and movement happen in "turns" and locations. In each turn, you can move to or search a location. On some turns, I will make an encounter roll.
Montage time happens in "montages". This is when you can heal, travel, etc. In each montage you can move to a new major location and I also will make an encounter roll.
**Combat**
Test SK to hit. Test SK to dodge. Monsters make no rolls. Ambushing side (sometimes you need to test LK), or smallest side, or the side most at home, goes first.
If you succeed at hitting, your opponent takes a hit. If you fail at dodging, you take a hit.
Light armor blocks one hit per combat. A shield blocks one hit per combat. Moderate armor blocks two hits per combat. Heavy armor blocks four hits per combat, but all tests are at disadvantage (unless you have an advantage, then it's straight 1d12).
The first unblocked hit _HURTS_. If you take another unblocked hit while you're hurt, you start _DYING_.
**Pain and suffering**
If you're HURT, then during a montage you can test ST to return to full health. If you're DYING, then you immediately need to test LK. On a success, you're just HURT. On a failure ... you get to make a dying declaration.
**Treasure**
May be vast. It can change your level of wealth. Knights and merchants have pounds, craftsmen and armsmen have shillings, peasants have pennies. Lords and bishops and great merchants have hundredweights.
**Leveling up**
After a "session", you will gain a level and may add 1 to any stat OR add an advantage that is consistent with what you've been doing. I will define "sessions" so that you level up at least 2x during the adventure - maybe more depending how many rooms you get through.
**Magic**
We'll discuss what you want to do with it during char gen.
**"Montage" rolls**
| Gain | 1d6 | Lose |
| ------- | --- | ------- |
| Friend | 1 | Friend |
| Foe | 2 | Foe |
| Ally | 3 | Ally |
| Shelter | 4 | Shelter |
| Rumor | 5 | Rumor |
| Tool | 6 | Tool |
**"Weather" rolls**
Each day:
1. Roll 1d6 - think of 1 as colder and 6 as hotter.
2. Roll 1d6 - think of 1 as windier and 6 as calmer.
3. Roll 1d6 - think of 1 as drier and 6 as wetter.
4. Modify yesterday's weather accordingly.
**"Encounter" rolls - every odd turn**
| 1d6 | Effect |
| --- | ----------- |
| 1 | Creature |
| 2 | Person |
| 3 | Obstacle |
| 4 | Treasure |
| 5 | Environment |
| 6 | None |
Roll 1d6, 1d6 for attitude. First die is how confident they are. Second die is even=friendly, odd=hostile. Total is how intense the attitude.
**"Depletion" rolls - every even turn**
| 1d6 | Effect |
| --- | ------- |
| 1 | Food |
| 2 | Light |
| 3 | Water |
| 4 | Rest |
| 5 | Latrine |
| 6 | None |
**Making a character**, according to Ouroboros d12, has the following steps:
0. You start at level 1.
1. roll 2d6 in order for SKill, STamina, and LucK.
SK applies to men and monsters, ST to the environment, and LK to the gods and mind.
If your total for all three stats is less than 20, then you may choose to distribute 20 points among the three stats.
2. For each stat less than 10, pick an advantage that is tied to that stat. They can be things such as:
- fighting
- knowing
- hiding
- fixing
- calling
- casting
- etc. (be creative, but think of likely challenges as well)
You don't need an advantage to attempt anything.
3. roll 1d6 for wealth: (1-2) pennies; (3-5) shillings; (6) pounds [of silver]
You may carry at most 8 items, but a pouch or pack and its reasonable contents count as a single item
You may have anything that costs less than your wealth. If you want something that equals your wealth, test SK (more about Testing below ...) If you fail the test, your wealth goes down a level.
Of most interest, most adventuring gear costs pennies, but anything metal, such as weapons or tools, cost shillings. Light armor or shields also cost shillings. Moderate or heavy armor, and great weapons (usable as both weapon and shield - two hands), cost pounds.
**Testing a stat**
Roll 1d12. If you have advantage, roll 2d12 and pick one. If you have disadvantage, roll 2d12 and I pick one. Advantage cancels disadvantage. 1 always succeeds, 12 always fails. If the challenge is higher level than you are, add its level to the roll. If the total is less than or equal your stat, you succeed. Otherwise, fail.
**Time and movement**
Time and movement are tactical, exploration, or montage.
Tactical time and movement happen in "moments" and yards. In each moment, you can retreat, move adjacent to a different opponent, or make an attack. Opponents likewise.
Exploration time and movement happen in "turns" and locations. In each turn, you can move to or search a location. On some turns, I will make an encounter roll.
Montage time happens in "montages". This is when you can heal, travel, etc. In each montage you can move to a new major location and I also will make an encounter roll.
**Combat**
Test SK to hit. Test SK to dodge. Monsters make no rolls. Ambushing side (sometimes you need to test LK), or smallest side, or the side most at home, goes first.
If you succeed at hitting, your opponent takes a hit. If you fail at dodging, you take a hit.
Light armor blocks one hit per combat. A shield blocks one hit per combat. Moderate armor blocks two hits per combat. Heavy armor blocks four hits per combat, but all tests are at disadvantage (unless you have an advantage, then it's straight 1d12).
The first unblocked hit _HURTS_. If you take another unblocked hit while you're hurt, you start _DYING_.
**Pain and suffering**
If you're HURT, then during a montage you can test ST to return to full health. If you're DYING, then you immediately need to test LK. On a success, you're just HURT. On a failure ... you get to make a dying declaration.
**Treasure**
May be vast. It can change your level of wealth. Knights and merchants have pounds, craftsmen and armsmen have shillings, peasants have pennies. Lords and bishops and great merchants have hundredweights.
**Leveling up**
After a "session", you will gain a level and may add 1 to any stat OR add an advantage that is consistent with what you've been doing. I will define "sessions" so that you level up at least 2x during the adventure - maybe more depending how many rooms you get through.
**Magic**
We'll discuss what you want to do with it during char gen.
**"Montage" rolls**
| Gain | 1d6 | Lose |
| ------- | --- | ------- |
| Friend | 1 | Friend |
| Foe | 2 | Foe |
| Ally | 3 | Ally |
| Shelter | 4 | Shelter |
| Rumor | 5 | Rumor |
| Tool | 6 | Tool |
**"Weather" rolls**
Each day:
1. Roll 1d6 - think of 1 as colder and 6 as hotter.
2. Roll 1d6 - think of 1 as windier and 6 as calmer.
3. Roll 1d6 - think of 1 as drier and 6 as wetter.
4. Modify yesterday's weather accordingly.
**"Encounter" rolls - every odd turn**
| 1d6 | Effect |
| --- | ----------- |
| 1 | Creature |
| 2 | Person |
| 3 | Obstacle |
| 4 | Treasure |
| 5 | Environment |
| 6 | None |
Roll 1d6, 1d6 for attitude. First die is how confident they are. Second die is even=friendly, odd=hostile. Total is how intense the attitude.
**"Depletion" rolls - every even turn**
| 1d6 | Effect |
| --- | ------- |
| 1 | Food |
| 2 | Light |
| 3 | Water |
| 4 | Rest |
| 5 | Latrine |
| 6 | None |
Last edited September 17, 2024 1:35 pm