Tiny d10: Core Rules

Part I: Character Creation

  1. Choose your character’s race.

Dragonling: +1 power at levels 1, 3, and 5; +1 to intimidate; -1 to all magical spell attacks against the dragonling.

Dwarf: +1 HP per level; +1 to craft; -1 to all natural spell attacks against the dwarf.

Elf: +1 intellect at levels 1, 3, and 5; +1 to spot; +1 damage against evil beasts.

Gnome: +1 reflex at levels 1, 3, and 5; +1 to hide; -1 to all melee attacks against the gnome.

Halfling: +1 PP per level; +1 to sneak; -1 to all ranged attacks against the halfling.

Human: +1 aspect at levels 1, 3, and 5; +1 to persuade; +1 damage against natural beasts.

  1. Choose your character’s class.

Bard: T6; lightweight weapons & below; lightweight armor & below; +3 PP.

Barbarian: T8; heavyweight weapons & below; no armor; +3 HP.

Cleric: T7; heavyweight weapons & below; mediumweight armor & below; +2 PP; +1 MP.

Druid: T5; mediumweight weapons & below; mediumweight armor & below; +1 PP; +2 MP; starts with 3 spells.

Rogue: T6; mediumweight weapons & below; lightweight armor; +1 HP; +2 PP.

Sorcerer: T6; only lightweight weapons; no armor; +3 MP; starts with 2 spells.

Warrior: T7; all types of weapons and armors; +2 HP; +1 PP.

Wizard: T5; only lightweight weapons; featherweight armor; +3 MP; starts with 4 spells.

  1. Determine your character’s attribute bonuses.

In the order of your preference, assign 2, 1, 1, 0 to power, aspect, intellect, and reflex.

Power (P): a measure of physical and mental strength. Used as a bonus when making melee attacks.

Aspect (A): a measure of spiritual awareness and natural charisma. Used as a bonus when casting natural and divine spells.

Intellect (I): a measure of mental acuity and sharpness. Used as a bonus when casting magical and dark spells.

Reflex (R): a measure of dexterity, speed, and reaction. Used as a bonus when making ranged attacks, or melee attacks with lightweight weapons.

  1. Divide 10 points between hit points and power points.

Hit points (HP): The amount of damage a character can suffer before falling unconscious/dying.

Power points (PP): Can be added (only +1 per roll) to attack, challenge, and check rolls. Must be declared before rolling.

  1. Generate and assign magic points.

Roll 1d10 and use the following table:

Generating Magic Points (MP)

Roll of 1-5

Roll of 6-9

Roll of 10

+4 MP

+5 MP

+6 MP

  1. Record your character’s wealth.

Determined by starting class, character background, and GM.

  1. Complete any remaining sections.

Ensure all sections are completed (abilities and spells recorded, weapon(s) equipped, etc).

Part II: Game Rules

Performing Checks

When there is a risk of failure, a check should be made. A standard check is performed by rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. The result is then compared to the check’s toughness. A successful roll is equal to or more than the check’s toughness.

A check’s toughness represents all the factors that make a check difficult. To determine toughness, use the following table:

Toughness

T5-T6

Simple toughness. Easy checks like climbing a ledge with large hand holds, or attacking weak opponents like goblins.

T7-T8

Moderate toughness. Harder checks like swimming against a strong current, or attacking well-armed opponents like castle guards.

T9-T10

Difficult toughness. Challenging checks like sneaking into a well-guarded court, or attacking large opponents like giants.

T11-T12

Extreme toughness. Seriously tough checks like controlling a boat during a gale, or attacking hugely powerful opponents like dragons.

T13-T14

Impossible toughness. Success is unimaginable, requiring superhuman strength and endurance to complete.

Performing Saves

When there is risk of immediate death, dismemberment, or similarly dire consequences, a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. A standard save has a toughness of 5, but certain conditions (like spells, effects, or environmental factors) can change that.

Performing Challenges

When two players attempt the same thing at the same time, a challenge should be made. A challenge is performed by each character rolling 1d10 and adding relevant attribute bonuses and/or skill bonuses to the result. The results are then compared, and the highest of the two succeeds the challenge. In the event of a tie, GMs may decide to roll again, or may settle the tie using a different method.

Combat

Order of combat: Combat begins according to reflex scores: highest first, lowest last. Any ties should be settled by the GM’s preferred method.

Movement in combat: All classes are moderate in speed and may move only up to their maximum speed range per turn. Environmental factors (like storms or difficult terrain) may affect that maximum speed. Explanations of speed can be found in the following table:

Movement Speeds (per turn)

Slow

Moderate

Quick

10-20 feet

20-30 feet

30+ feet

Simplified combat rules:

  • One turn represents roughly 5 seconds.
  • Only 1 attack per turn.
  • Only one move sequence per turn.
  • Less significant actions, like talking, may be done freely.
  • Damage is typically 1, though may be more.
  • Ranged and small weapon attacks use reflex; magical spells use intellect; natural spells use aspect; melee attacks use power.

Combat advantage: Under certain circumstances, a character may receive a +1 attack bonus if they are in an advantageous position. However, if the attack does not succeed, a negative condition may be imposed.

Healing: Standard healing restores 1 HP per successful T6 check (unless the character possesses the heal skill, which succeeds automatically). During combat, an attack action must be forfeit to heal. Out of combat, characters may make 4 heal checks per in-game hour. If characters do not or cannot heal, they automatically heal at a rate of 1 HP per 4 in-game hours.

Dying: At 0 HP, characters are considered immobilized and dying. After 4 turns at 0 HP, they will expire.

Armor: Can have two types of effects:

  • It can increase HP, and/or;
  • It can increase a character’s toughness.

Leveling Up

Characters begin as level 1 foks, and  advance by earning experience points (XP).

XP is earned by slaying/defeating opponents (usually giving between 1-5 XP), but also by succeeding checks in spectacular and heroic ways (usually giving 1 XP). XP is lost upon advancement and must be gained anew.

As character gain levels, their powers and strengths improve. The levels are:

Level 2: Explorer (25 XP) +1 skill, +1 class ability, +2 spells (if applicable), +1 attribute bonus, +1 weapon proficiency, and either: +2 PP or +3 MP.

Level 3: Adventurer (75 XP) +1 class ability, +2 spells (if applicable), +1 attribute bonus, either: +2 HP or +1 toughness, and either: +2 PP or +3 MP.

Level 4: Hero (150 XP) +1 skill, +1 spell (if applicable), +1 class ability, Hero’s Resolve ability (re-roll result of 1), and Free Advancement (+1 to any field).

Level 5: Legend (250 XP) +1 skill, +2 to attribute bonuses, Hero’s Presence ability (force opponents roughly your size or smaller to make an aspect check when attempting to attack you; if they fail, they lose their turn for one round), and GM Special.

Skills

Skills are specific competencies and can only be used in specific scenarios. When used, they add a +1 bonus to checks. Skills can be used in combat, but not for combat. See the following table for a list of skills:

Skills

Aspect

Intellect

Reflex

Detect

Craft

Acrobatics

Heal

Know*

Conceal**

Intimidate

Spot

Hide

Persuade

Listen

Sneak

* The know skill must be specific (know history, know theology, etc).

** The conceal skill can be broad (conceal item, conceal motive, etc).

Part III: Magic

Magic Points

Magic points are spent when casting spells, and are replenished just as HP.

Spells in Combat

Unless otherwise specified, spells are a guaranteed success, though some spells may require an attack or check roll, usually versus toughness.

Casting toughness: Some spells, or certain conditions, may impose a casting toughness, which works as a standard toughness check.

Spell saves: Some spells allow the target to make a save before having an effect. Each spell-caster has a spell save, which is equal to their character level and casting attribute bonus (aspect or intellect) + 3.

Spells List

Dark spellsusually best cast by sorcerers, use the intellect attribute bonus, and are drawn from ancient and often evil sources.

Divine spellsusually best cast by clerics, use the aspect attribute bonus, and are granted by the gods and demi-gods of the realm.

Magical spells: usually best cast by wizards, use the intellect attribute bonus, and are typically learned through the long study of ancient tomes.

Natural spells: usually best cast by druids, use the aspect attribute bonus, and are typically learned through a life of hermitage and oneness with nature.