0.21 - Players Guide

Quick Reference

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Introduction

Off-White Cube aims to take many familiar elements from popular RPGs and streamline them into a game simple enough to run with a double A5 spread and a normal six-sided die (d6).

Player Terms

By labelling some of the people around the table ‘players’ and one individual as, well, anything else, it is implied that the latter is not a player. To try and mitigate this, Off-White Cube labels the player guiding the other players through a fictional world as the Host, and the other players as Guests.

Yes, it’s pretentious, but bear with us; while a group’s Host caters to their Guests, they should enjoy themselves too. It’s a poor Guest that seeks their own fun at the expense of the Host’s.

Sources of Inspiration

Basic

  • Fantasy RPG (Chris Gonnerman)
  • The Black Hack (David Black)
  • Electric Bastionland (Chris McDowell)
  • Goblin Laws of Gaming (Arnold Kemp)
  • Index Card RPG (Hankerin Ferinale)
  • Into the Odd (Chris McDowell)
  • Knave (Ben Milton)
  • Maze Rats (Ben Milton)
  • Scarlet Heroes (Kevin Crawford)
  • Swords & Wizardry (Matt Finch)
  • White Box: Fantasy Medieval Adventure Game (Charlie Mason)

Gameplay

Challenge Rolls

To accomplish an action or task, or to avoid a negative consequence, describe how your character tries to do so. If there is a reasonable chance of a failure or negative consequence, the Host may ask for a challenge roll.

Roll a d6 and add any relevant modifiers, and a total of 6 or more results in success.

Rolling a 6 is an automatic success, a 1 an automatic negative consequence.

Common modifiers include:

  • attribute bonus / penalty
  • save bonus on rolls to avoid harm
  • class-based specialism bonus
  • factors giving a bonus or penalty

Chance Rolls

There are some circumstances over which players have relatively little influence. Roll a d6 and consult the table below:

d6 Result from the characters' perspective
1 Highly negative
2-3 Negative
4-5 Positive
6 Highly positive

If the Host calls for a chance roll, they should describe a possible positive and negative outcome. If the Host agrees, Guests can suggest a highly positive outcome if they also come up with a highly negative one.

Background

A character’s background is a simple descriptor (usually a single word) of their life up so far, such as a prior profession or their upbringing. It may indicate whether a character is particularly suited to a task.

Attributes

Characters’ innate abilities are indicated by attribute modifiers which may affect how suited they are to adventuring challenges:

  • Discipline (DIS) - authority, self-control and willpower
  • Might (MIG) - physical endurance, strength and toughness
  • Nimbleness (NIM) - agility, coordination and reflexes
  • Wits (WIT) - awareness, instinct and perception

Characters can be very competent adventurers with sub-par attributes.

Class

A class is the character’s archetypal and grants bonuses and abilities for different aspects of adventuring.

Levels & Experience Points

A character’s level shows how experienced they are. Fresh-faced rookie are level 1, legends are level 10.

The default procedure is to award 1 point of experience for each gold coin’s worth of treasure found and ‘banked’.

The Host should clearly explain their preferences and procedures.

Hit Dice & Hit Protection

Hit Protection (HP) is a character’s ability to avoid otherwise debilitating damage (lucky dodge, a scornfully spat out tooth, plot armour, whatever you like). If HP is reduced to 0, characters start to get hurt.

Each class level, roll a d6 for each Hit Die (HD) the class has to determine maximum HP. If the total is lower than that of the previous level, the old HP is increased by 1 instead.

Load Slots

Characters have 10 load slots to carry equipment. Most items take up 1 slot each. 10 tiny items may be grouped into 1 slot. Some larger items take up multiple slots. 100 coins fit in 1 slot.

Burdens

If a character is reduced to 0 HP and takes further damage, each extra point of damage becomes a Burden. A Burden may also come from a condition or class ability.

A Burden takes up 1 load slot. Anything in that slot which can feasibly be dropped is so, or it is destroyed by the Burden cause.

A character with 10 Burdens dies.

Breathers & Rests

In a quiet moment, characters may take a breather - consuming a Supply or gaining a Burden to regain 1d6 HP.

Resting in a place of safety for a night removes a Burden.

Save Bonus

This class-based bonus is added to rolls relating to a character trying to avoid harm from spells and environmental traps and hazards.

Specialism Bonus

Some classes give a bonus in an area of expertise. These represent a particular capacity to act under pressure, and may negate the need for a challenge roll at all in less tense circumstances.

Attack Bonus

An attack bonus is used when rolling to attack in the thick of a scuffle. It indicates a character’s ability to both hit and mortally wound an opponent.

Defence

Equipped armour determines a character’s defence, reducing some damage suffered.

Magic & Casting Points

Magic-wielding characters have a number of points they may commit to casting.

Magic is cast in tiers - the higher the tier, the more powerful the spell. The tier number at which magic is cast is how many points to subtract from the character’s pool of casting points. These points are replenished after a safe rest.

Characters can cast magic of tiers up to half their level (rounding up).


Turn-Based Play

Turns

Turns are used to when it is important to mark the passing of time. The length of a turn depends upon the situation.

Turns have a basic structure in terms of activity and distances but can be flexible, and play can switch between types of turns. There follow some common turn procedures, but the Host can come up with their own structure to suit a scenario.

Turn Order

If a turn order needs to be established, one Guest rolls a d6. On a 4-6 the Guests’ characters go first this turn, on a 1-3 they go last. Roll again each turn.

Actions

All characters get one significant action a turn allowing them to move to and interact with something. A significant action is a task which would take up most of the turn (e.g. picking a lock rather than opening a door, or probing a room for hidden traps rather than strolling over to a door).

Distances

Ranges depend upon the turn length. The following descriptors are used:

Close < Near < Far < Distant

In the space of a turn, a character can…
…touch something Close
…move to and touch something Near
…run up to or affect something Far
…not affect something Distant

Combat

Combat is a whirling struggle between opposing individuals. Each turn represents a series of movements in a scuffle, rather than each attack being a single strike.

Example: bar brawl, roadside ambush
Turn Length: seconds

Close: within arm’s reach
Near: a quick dash
Far: just out of charging distance
Distant: beyond the scope of the fight

Surprise

If one side was unaware of the presence of the other, they cannot act on the first turn. If neither side were prepared, roll for turn order as usual.

If it’s not obvious whether a side would have been aware, pick one character to make a WIT challenge roll.

Attacking

To attack a creature, roll a d6 and add the class’ Attack Bonus. The total (minus the target’s Defence down to 0) is taken from the target’s HP or health. Weapons affect attacks.

Rolling a 1 always fails to do any damage.

If the die comes up as 6, roll again and add to the total. Modifiers are only applied once to the total, not to each die.

Dangerous Exploration

Exploring a dangerous environment with wandering inhabitants or rivals means moving slowly from area to area, ensuring the room or space ahead is safe.

Example: dungeon delve, heist
Turn Length: roughly ten minutes

Close: in the same room or corridor
Near: in the next room or corridor
Far: several rooms on
Distant: out of sight and earshot

Random Encounters

At the start of every other turn the Host rolls a d6 - on a 1, they roll up a random event or encounter.

If the party have drawn attention to themselves, roll every turn instead.

Actions

The following are some common actions:

  • checking the floor for traps
  • examining walls for hidden doors
  • searching containers
  • resting
  • moving on without exploring about

Hurrying

If a character does not spend the time to scout an area out, they will miss (or trigger) hidden hazards and treasures.

Exhaustion

Because constantly being on your guard is tiring, characters must rest for a turn every 6 turns or gain a Burden.

Long-Distance Travel

Journeys across great expanses are a regular feature in fantasy tales. The Host may provide a map for Guests to examine and plan around, perhaps with a hex overlay.

Example: travel between settlements
Turn Length: around eight hours

Close: 3 miles / same hex
Near: 6 miles / adjacent hex
Far: 12 miles / two hexes along
Distant: miles and miles away

Travel Turns

Each day consists of three turns: morning, afternoon and night. The Host rolls to see if there is a random encounter each turn (see Dangerous Exploration).

Characters need to rest once every 3 turns or gain a Burden.

Actions

Common actions include:

  • exploring the surrounding area
  • hunting for food
  • resting
  • pushing on further

Different Scales

The rules above assume a party making three or four moves a day. To track shorter distances (such as through smaller-sized hexes), increase the number of turns, or reduce them over larger distances / hexes. Characters should be looking to rest once a day.


Equipment

Much of the base mechanical nature of equipment is abstract. Guests and Host work together to make items flavourful and interesting.

Equipment properties beyond their base mechanical effects can be agreed between Guest and Host (e.g. spears used from a distance, slings bludgeon rather than pierce, metal armours rust).

Weapons

When attacking without a weapon, roll two d6s and use the lowest.

Weapon Slots Coin Examples
Melee, one-handed 1 5 club, dagger
Melee, two-handed 2 20 spear, warhammer
Ranged, one-handed 2 15 javelin, sling
Ranged, two-handed 3 30 crossbow, longbow

When attacking with a two-handed weapon, characters may re-roll all 1s.

Melee weapons can only be used against a target the attacker can reach in a turn.

Ranged weapons cannot be used against enemies attacking the user in melee. Their slots include ammunition.

With two one-handed melee weapons, attackers may re-roll their first d6. They must take the second roll.

Armour

Worn armour gives a Defence value. Only a shield can be added to other armour.

Armour Defence Slots Coin
Light 1 1 20
Medium 2 2 50
Heavy 3 3 120
Shields +1 1 10

If a Burden fills a Load slot holding armour, that armour is damaged rather than dropped. Each affected slot reduces its defence by 1. Armour may be repaired by smiths. If all of an armour’s slots are affected, it is destroyed beyond repair.

A shield may be sacrificed to raise Defence to 10 for one attack. Only one shield may be carried at a time.

Adventuring Supplies

A Supply takes up an Load Slot. Each one may be permanently converted to a piece of mundane adventuring gear.

A Supply costs 5 coins, and may be written simply as ‘Supply’ in a slot.

Some examples of what a supply might be converted into during an adventure:

caltrops lockpick piton
chalk marbles ration
crowbar metal file rope
dagger small mirror sack
glue nails soap
hammer net torch
iron tongs paper sheets twine

Followers & Interactions

Characters may recruit a retinue of followers, be it to carry their equipment, help in combat, or replace fallen characters.

Porters

A porter will carry 10 slots of items. They will not willingly engage in combat or put themselves in extra danger. Porters have d6 health and die if this is reduced to 0. They expect around 10 coins a day, plus expenses.

Combatants

A combatant is prepared to fight and back up the characters in combat. They are usually level 0 with d6 health, dying at 0. They expect around 20 coins a day, plus expenses. They only carry their own gear and resent facing more danger than their employers.

Loyalty

Porters and combatants have a modifier: loyalty, starting at 0. This may vary by treatment (and wage).

If an event would cause a follower to question their employer’s leadership, they make a challenge roll modified by their loyalty. Circumstances should indicate what a failure means - it might mean they disobey an order or flee home with whatever they are carrying.

Retainers

A retainer is essentially a secondary character. They may start as a level 0 character without a class or bonuses, in which case they may be given a level and class upon gaining 100 XP. Or they might already have some experience, their own equipment and stories to tell.
They require at least 25% of the hiring character’s (and Guest’s) share of gold and experience.

Reactions

When the reaction of creatures and people (follower or otherwise) towards the actions of the characters is uncertain, the Host makes a chance roll. This can also be done to determine their initial disposition.

Depending on how the characters approach these encounter, this chance roll may be modified by the appropriate attribute of the lead character (Might if intimidating, Discipline if ordering, etc).

Reputation

Similar to loyalty, reputation is used as a modifier to represent the characters’ standing with the various organisations and factions.


Character Creation

1. For each attribute roll 3d6 (MIGht, NIMbleness, DIScipline, WITs) to determine the modifier:

No duplicates = no modifier
Even doubles = +1
Odd doubles = -1
Even trebles = +2
Odd trebles = -2

2. Give your character a name and background (usually a one-word descriptor). Backgrounds help guide you and the Host as to the character’s competence at tasks.

Why is the character adventuring?

If you would like some creative prompts, try the optional tables below. A d66 means roll two d6s, one for each axis.

3. Choose a class and note down its abilities and features:

Fighter - capacity to use any weapons and armour, able to support allies in combat
Specialist - an expert in a chosen field, competent in a fight
Spellcaster - fragile but wields magic of increasing power
Adventurer - the flexible option, choosing how they develop their abilities

4. Roll a d6 for your Hit Die (HD) to find your max Hit Protection (HP).

5. Choose your character’s starting equipment from the class’ options.
6. Update Defence for any armour your character is wearing.

7. Write down your class’ Attack Bonus, Save Bonus and, if it has one, Specialism Bonus.

8. If casting points are a feature of your chosen class, note these too.

9. Note down the experience points (XP) needed to advance to the next level. If the four attributes total a negative number, the XP needed for each level is 10% less.

10. Go get some adventure.

Humble Beginnings Variant

Instead of a reasonably-equipped team of explorers (with that new armour smell), start off with a gaggle of ordinary individuals thrust into adventuring.

Follow steps 1 and 2. Characters start with five Supplies and a one-handed melee or ranged weapon.

No bonuses, no HP.

Characters gain a class (though not the free equipment) upon gaining 100 XP.

Might be worth having Guests roll up a few characters each.

Fantasy Trope Variant

Some gaming tables may prefer more mechanical recognition of different fantasy tropes than these basic classes. If so, consider giving an Additional Feature to starting characters.

Alternatively, characters might strive to learn these features as they adventure.

Random Prompt Tables

MY NAME IS…


d66 1 2 3 4 5 6
1 Askew Dericott Herdlere Longusfaber Petypase Twarby
2 Banknott Elmebrigge Holbrook Madswain Redclerk Vadlets
3 Brudenell Fressheharyng Jolifwill Noblepas Ryall Wastehose
4 Chilton Fyppound Kesteven Noke Slaywright Wyville
5 Crookbone Gobberd Langskinner Obson Spebbington Yornold
6 Dankworth Goodhyne Liripine Peel Stertwayt Youngbond

I USED TO BE A(N)…

d66 1 2 3 4 5 6
1 Apothecary Burglar Entertainer Jeweller Noble Shepherd
2 Apprentice Carpenter Farmer Labourer Poacher Soldier
3 Baker Cartographer Forager Mariner Priest Tailor
4 Bandit Clerk Gambler Mason Rat-catcher Tax collector
5 Barkeep Courtier Hermit Merchant Scribe Urchin
6 Blacksmith Dockhand Hunter Miner Servant Village idiot

BUT NOW I ADVENTURE FOR…

d66 1-2 3-4 5-6
1 A better life Freedom Love
2 Acceptance Glory Mastery
3 Discovery Infamy Power
4 Duty Information Revenge
5 Excitement Justice Riches
6 Fame Learning Status

I AM…

d66 1 2 3 4 5 6
1 gangly immaculate ambitious young a towering figure elderly
2 pompous well mannered blunt gaunt a gossip appealing
3 out of shape broad gullible eloquent wiry a storyteller
4 foppish gesticulative short another chosen one big boned very polite
5 illiterate charming easily overlooked arthritic an escapee an exile
6 grizzled gallant middle aged asthmatic clumsy a plaything of the gods

…WITH…

d66 1 2 3 4 5 6
1 a limp garish clothes a huge scar knobbly knees allergies particularly long arms
2 a wonderful personality no teeth a massive tattoo a temper a sweet tooth flawless skin
3 an odour splendid hair odd boots too many fingers a motto a notable nose
4 many piercings no talent a wooden leg no hair a nervous tic an eyepatch
5 false teeth a favourite joke style a furrowed brow a quick wit chronic nightmares
6 a sunny disposition a cape more vocab than sense half an ear the gift of the gab a fancy hat

I REMIND OTHERS OF…

d66 1 2 3 4 5 6
1 a bear a dog a hawk an owl a rat a spider
2 a bull a dolphin a lion a parrot a rhino a squirrel
3 a cat a fly a magpie a peacock a slug a toad
4 a cockroach a fox a mole a penguin a seagull a tortoise
5 a crocodile a goat a mouse a pig a snake a vulture
6 a crow a goose a mule a rabbit a sparrow a wolf

I REALLY CAN'T STAND…

d66 1 2 3 4 5 6
1 loud noises heights damaged fingernails windbags a smart alec reading
2 my twin blood hard work alcohol riding childishness
3 spiders smoke losing time wasters the cold washing
4 dogs tight spaces the heat numbers prudes mushrooms
5 cats snakes slackers thieves seagulls fools
6 the dark the colour blue swimming ghosts metal on metal tapirs

Classes

Fighter

Level XP Hit
Dice
Attack
Bonus
Save
Bonus
1 0 1 +1 +0
2 2,000 2 +2 +0
3 4,000 3 +2 +1
4 8,000 3 +3 +1
5 16,000 4 +4 +1
6 32,000 5 +4 +2
7 64,000 6 +5 +2
8 128,000 6 +6 +2
9 256,000 7 +6 +3
10 512,000 8 +7 +3

WEAPONS AND ARMOUR
Fighters may use any weapons and armour.

STARTING EQUIPMENT
Fighters start with a one-handed melee weapon, five Supplies and two of the following:

  • one-handed melee weapon
  • two-handed melee weapon
  • one-handed ranged weapon
  • two-handed ranged weapon
  • shield
  • light armour
  • medium armour

STRATEGISTS
Fighters may choose to modify the die roll of their own or a Near ally’s attacks - they gain one Burden per modifier. This can lead to additional dice for rolling a 6.

COUNTER ATTACK
If their assailant rolls a 1 in melee combat, the Fighter may immediately roll a free attack against them.

Specialist

Level XP Hit
Dice
Attack
Bonus
Save
Bonus
Specialism
Bonus
1 0 1 +0 +0 +1
2 1,250 2 +0 +1 +1
3 2,500 3 +0 +1 +2
4 5,000 3 +1 +2 +2
5 10,000 4 +1 +2 +3
6 20,000 5 +2 +2 +3
7 40,000 6 +2 +3 +3
8 80,000 6 +3 +3 +4
9 160,000 7 +4 +3 +4
10 320,000 8 +4 +3 +5

WEAPONS AND ARMOUR
Specialists can wield any weapon and use shields, light and medium armour.

STARTING EQUIPMENT
Specialists start with a one-handed melee weapon, five Supplies and two of the following:

  • one-handed melee weapon
  • two-handed melee weapon
  • one-handed ranged weapon
  • two-handed ranged weapon
  • shield
  • light armour

SKILLED PERSONNEL
Specialists have an area of expertise which grants a bonus for any relevant actions or rolls.

Some example specialisms are:

  • Caving
  • Politics
  • Leadership
  • Scavenging
  • Linguistics
  • Seamanship
  • Lore
  • Thievery
  • Mechanisms
  • Wilderness

ALWAYS PREPARED
Specialists can pull out just the right tool for the job from about their person. They may convert their supplies into something relating to their specialism - the value of this item may be up to around 10 coins.


Spellcaster

Level XP Hit
Dice
Attack
Bonus
Save
Bonus
Casting
Points
1 0 1 +0 +0 1
2 2,500 1 +0 +0 2
3 5,000 2 +0 +0 4
4 10,000 2 +0 +1 7
5 20,000 3 +1 +1 11
6 40,000 3 +1 +1 16
7 80,000 4 +2 +2 22
8 160,000 4 +2 +2 29
9 320,000 5 +3 +2 37
10 640,000 5 +3 +3 46

WEAPONS AND ARMOUR
Spellcasters may use one-handed weapons, and cannot use any armour.

STARTING EQUIPMENT
Spellcasters start with a one-handed melee weapon, five Supplies and a spellbook.

BOOKKEEPING
The starting spellbook has two random spells from the following page. If a duplicate is rolled, they can select another. It takes at a day to copy down a new spell.

ARCANE RESERVES
A Spellcaster may push themselves to cast a spell without sufficient Casting Points, gaining a Burden for each point lacking.

CASTING POINTS
Spellcasters can choose which tier at which to cast spells from their spellbook. If not noted in the spell, use this effect guide:

Spell Tier Total
Levels
Targetted
Range Duration
1 1 Close 1 hour
2 Up to 4 Near 1 day
3 Up to 9 Far 1 week
4 Up to 16 In sight 1 month
5 Up to 25 A visited
location
1 year
6 Up to 36 Anywhere Permanent

BEYOND ONE’S LIMITS
Spellcasters may try to cast spells beyond their normal capacity. For each tier beyond their regular level-based limit, they gain d6 Burdens.


Adventurer

Level XP Hit
Dice
Attack
Bonus
Save
Bonus
Specialism
Bonus
1 0 0 +0 +0 +0
2 2,000 * * * *
3 4,000 * * * *
4 8,000 * * * *
5 16,000 * * * *
6 32,000 * * * *
7 64,000 * * * *
8 128,000 * * * *
9 256,000 * * * *
10 512,000 * * * *
Casting
Stage
Casting
Points
0 0
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 36
9 45

WEAPONS AND ARMOUR
Adventurers may use any equipment.

SKILLED
Adventurers have an area of expertise which give a bonus to relevant actions.

STARTING EQUIPMENT
Adventurers start with a one-handed melee weapon, five Supplies and two of the following:

  • another weapon of choice
  • shield
  • light or medium armour

ADAPTABLE
At character creation, and each advance in level, the Adventurer may improve two of the following by +1:

  • Attack Bonus
  • Hit Dice
  • Save Bonus
  • Specialism Bonus
  • Casting Stage

SPELLCASTING
Adventurers need a spellbook to learn and cast spells. Their Casting Stage gives them a pool of Casting Points with which to cast spells. They may choose the tier at which to cast their spell. If not indicated in the spell, use the following tier effect guide:

Spell Tier Total
Levels
Targetted
Range Duration
1 1 Close 1 hour
2 Up to 4 Near 1 day
3 Up to 9 Far 1 week
4 Up to 16 In sight 1 month
5 Up to 25 A visited
location
1 year
  • A T indicates the tier at which the spell is cast.
  • Unwilling targets may roll to save against a spell’s effects.
  • A Span is about two outstretched arms.

Additional Features

It is suggested that characters add 500 to the required XP to get to level 2 for each feature they take, and each subsequent level is double the level below (i.e. an Adventurer taking Lethal Blow would require 2,500 XP to get to level 2, then 5,000 XP to get to level 3, etc).

Guests and Host agree upon their own additional features.

ADRENALINE SURGE
The character may gain a Burden to act a second time in a turn.

ANIMAL COMPANION
The character may control a trained animal of up to their level as a secondary character. This constant concentration takes up a slot.

ARCANE TALENT
The character may learn one spell. They may cast it at a tier up to half their their level (rounding up), gaining that many Burdens. They may change it by studying a new spell for a week.

BATTLING THROUGH THE PAIN
The character’s Load Slots may contain both items and Burdens. They do not need to drop items to make way for a Burden, though armour is still damaged as normal.

BRAWLER
The character’s hands each count as a one-handed melee weapon. They may not use two-handed weapons.

ENTRANCING
Entrance creatures of levels total up to the character’s level by gaining a Burden. They roll to avoid becoming docile until attacked or the character is hurt or distracted. They can’t be entranced again. Not all beings are susceptible.

LETHAL BLOW
The character may add a number of extra d6s to their attack up to their level. Each d6 costs a Burden.

QUICK REACTION
The character and / or any Near ally may move first in a turn, regardless of turn order, gaining one Burden for each individual.

REPEL UNDEAD
The character may force undead to keep their distance. Roll a number of d6 - for each d6 rolled they gain a Burden. The total is the number of creatures of the character’s level or below that are repulsed for an hour.

SHAPE SHIFTING
Change into an animal of an equal level or lower by gaining a Burden. The character must have seen the animal before. Changing back does not cost a Burden. Drop all gear unless the animal could plausibly carry it. HP and Burdens remain.

SUPPORTIVE PRESENCE
The character may gain a Burden to roll number of d6 equal to their level and restore the total in HP to an ally.


Character Sheet

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Barrowmaze-specific gameplay

Escape the Barrows!

If for whatever reason the party has not returned to a place of safety by the end of the day (session), the group gets split up as the thick, impenetrable fog falls. Every character stumbles back on their own, barely holding onto their sanity, let alone anything else. Characters lose all equipment and gain no XP for the session, such is the trauma.

Moral of the story: be back by nightfall!

Carousing

Characters may drown their sorrows / toast the fallen / celebrate their success by a night on the town. Whatever the outcome, they generally feel better prepared for adventuring afterwards.

The player, having decided that the character is going to go carousing tonight, first rolls a d6 x 100: this is both the expense incurred and the amount of XP received from the night's events. If the character doesn't have enough gold to cover the cost, they are now in debt to an NPC.

The GM will roll randomly to determine what the character got up to while 'under the influence'.

Researching Spells

A magic casting character may research an arcane word at the cost of 2d6 x 100gp (they may subtract their WIT modifier to a minimum of 100gp). It takes a week of solid study (minus their DIS modifier in days). The character chooses whether they researched a verb or a noun, and rolls on the following table (re-rolling duplicates).

They may combine two (or more) words to create a spell, agreeing with the Host a spell effect, and spending another week (modified by DIS) to create the specific spell.

They may choose to try and combine two words on the fly while adventuring to create a spell effect at the cost of 2d6 x 100gp (they may subtract their WIT modifier to a minimum of 100gp). It takes a week of solid study (minus their DIS modifier in days). The character chooses whether they researched a verb or a noun, and rolls on the following table (re-rolling duplicates). Depending on the spell effect, the Host may ask the character to make a successful challenge roll. If they fail, they may face a magical repercussion for toying with magic without due diligence. The Host should warn what sort of mishap might happen. If the Guest suggests a worse consequence, the character gets a bonus to their challenge roll.

Verb

d66 1 2 3 4 5 6
1 Absorb Blind Divide Grow Inflict Shrink
2 Animate Commune Extract Hasten Manipulate Slow
3 Attract Confuse Find Heal Open Summon
4 Awaken Deafen Fling Heat Paralyse Teleport
5 Banish Diminish Form Hide Project Understand
6 Bind Disguise Freeze Hold Seal Ward

Noun

d66 1 2 3 4 5 6
1 Acid Death Earth Gold Memory Silver
2 Air Decay Fear Human Message Sound
3 Animal Desire Fire Iron Plant Stone
4 Clothing Device Flavour Life Relationship Water
5 Courage Disgust Flesh Light Salt Weight
6 Darkness Door Fog Limb Silence Wood
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