Five Torches Deep Mobile PDF
Five Torches Deep Mobile PDF
Five Torches Deep Mobile PDF
WHY?
FTD is meant to ease the introduction of
OSR mechanics and principles to those
familiar with 5e. The classes and monsters
are (largely) compatible with 5e, and can be
plugged in and out as you see fit. The more
FTD you add, the more “OSR” it feels.
QUICK PRIMER
• Core mechanics based on 5e
• Four OSR-related classes
• Four OSR-common races
• Race and class restrictions
• STR, DEX, CON, INT, WIS, CHA
• Ascending AC
• Rolled abilities and HP
• Skills reduced and simplified
• Magic system re-tooled, flattened
• Spells can cause magical mishaps
• Semi-compatible with 5e math
• Semi-compatible with B/X math
• Load and encumbrance
• Incorporates dis/advantage
• Slower and weaker rest and healing
• Equipment can be broken
• Ability scores determine limits
• Retainers, morale, and reactions
OSR
The old-school renaissance or revival (OSR)
is a category of adventure game rpgs that
focuses on perilous quests for loot and
glory, eschewing the modern epic fantasy
norms of the current edition. FTD adheres to
the principles and mechanics below:
Danger Is Real
The world is legitimately dangerous, PC
death is always around the corner, and even
a small mistake can lead to disaster.
Magic Is Haphazard
Magic can be plenty common, but it’s hard
to wield with any consistency. Even mages
of the highest order must face the strange
mutations and dire mishaps from their
eldritch energies and hope to survive.
Weaker PCs
Ability scores are, on average, much lower
than in 5e. Proficiency bonuses scale the
same, but apply in fewer instances. HP is
similar to 5e, but damage is often higher.
Rest and healing are more demanding, while
checks to carry on through exhaustion and
arduous travel more frequent.
Default DC 11
DCs don’t change much, and the assumption
is most things (other than AC) are DC 11. The
GM is encouraged to minimize the need to
roll checks at all given the PC’s approach.
No Dump Stats
Ability scores play just as much role in the
game as ability modifiers (such as a PC’s
STR score determining how much they can
carry, or their CON score showing how many
hours they can travel without rest, or their
CHA score limiting their max retainers). The
“sub-optimal” abilities of other games have
been bolstered to encourage ability variety.
New Mechanics
New and reincorporated mechanics that
reinforce the tropes of old-school games
and the neo-clones that explicitly lean into
the tolling, souls-esque grindhouse.
CORE SYSTEM
Any time a character attempts a risky action
that has a chance of failure, the player rolls
a check. Roll 1d20 + modifier and compare
against the action’s Difficulty Class (DC).
DCs
The DC is determined by the GM and based
on the difficulty of the action; it can either
be static (based on an obstacle) or opposed
(like rolling against another character).
Check Modifiers
Each check can have modifiers which add
or subtract a number to the base 1d20 roll
(listed as 1d20 + N). PC checks have ability
and proficiency modifiers, which represent
their capability. Whenever a PC is proficient,
they add their proficiency bonus to checks.
Each modifier source is added once per roll.
A party of four PCs - a warrior, thief,
zealot, and mage - head deeper into a cave.
CHARACTER
CREATION
Follow the steps below to make a PC:
1. Pick race
2. Roll abilities
3. Pick class
4. Define or pick equipment
5. Decide on supply (SUP) carried
6. Determine total load
7. Pick spells if applicable
8. Fill out your character sheet
PC RACE
PCs are usually human, but may be another
race. Each race has a different way to deter-
mine ability scores, and ability requirements
by class. Races have no other rules impact.
Human
Ability Scores Class Restrictions
Roll 3d6 in order: STR, None
DEX, CON, INT, WIS,
CHA. Swap up to two.
Dwarf
Ability Scores Class Restrictions
CON and STR are 13. Thief: 13+ DEX
Roll 2d6+3 in DEX, Mage: 13+ INT
INT, WIS, CHA order.
Elf
Ability Scores Class Restrictions
DEX and INT are 13. Warrior: 13+ STR
Roll 2d6+3 in STR, Zealot: 13+ WIS
CON, WIS, CHA order.
Halfling
Ability Scores Class Restrictions
WIS and CHA are 13. Warrior: 13+ STR
Roll 2d6+3 in STR, Mage: 13+ INT
DEX, CON, INT order.
Score Modifier
1-3 -4
4-5 -3
6-7 -2
8-9 -1
10 - 11 +0
12 - 13 +1
14 - 15 +2
16 - 17 +3
18+ +4
Using Classes
Each PC picks a class at first level. A PC that
is proficient due to class features gains their
proficiency bonus to related checks. The GM
says when a proficiency bonus applies.
LEVELS
PCs level up when they earn enough XP. A
PC gains new benefits each time they level
up, per their class. PCs are unable to level up
in more than one class. Max PC level is 9.
Level XP Required
2 2,500
3 5,000
4 10,000
5 20,000
6 30,000
7 50,000
8 75,000
9 100,000
WARRIOR
You’re quick, strong, and militant. Combat
is your specialty, and you’re able to deal
and sustain more damage than any other.
Warrior Basics
Starting HP 6 + CON mod
HP each level up 1d10 + CON mod
Armor allowed All
Proficient weapons All
Ability proficiency STR, CON
Coordination,
Proficient checks tactics, will,
archetype
Warrior Equipment
• Armor of your choice
• Shield
• 2 one handed weapons
• 1 two handed weapon
• Smith’s kit (1 load, 2 SUP to refill)
• Healer’s kit (1 load, 2 SUP to refill)
• 5 rations (1 load, 5 SUP to refill)
• 3 rolls on Sundries (Quick Reference)
• Max SUP (1 load per 5; INT score)
WARRIOR TABLE
Level Proficiency Class Features
Bonus
Counter-attack in melee as
2 +2 a quick action up to twice a
fight
Pick a warrior archetype.
3 +2 Gain one of its archetype
features
+1 to an ability score of your
4 +2 choice
Fighter Archetype
You gain your proficiency bonus to med-
icine, engineering, and diplomacy related
checks. Gain one feature at level 3 and 7.
Ranger Archetype
You gain your proficiency bonus to wilder-
ness, creatures, and perception checks. Gain
one feature at level 3 and 7.
Thief Basics
Starting HP 4 + CON mod
HP each level up 1d6 + CON mod
Armor allowed Light, shields
Proficient weapons All
Ability proficiency DEX, INT
Stealth, decep-
Proficient checks tion, senses,
tools, archetype
Thief Equipment
• Light armor
• 2 one handed weapons
• 1 ranged weapon
• Ammunition (1 load, 1 SUP to refill)
• 1 use poison (0 load, 2 SUP to refill)
• Thief’s kit (1 load, 5 SUP to refill)
• 5 rations (1 load, 5 SUP to refill)
• 5 rolls on Sundries (Quick Reference)
• Max SUP (1 load per 5; INT score)
THIEF TABLE
Level Proficiency Class Features
Bonus
Bard Archetype
You gain your proficiency bonus to perform,
inspire, and diplomacy related checks. Gain
one feature at level 3 and 7.
Rogue Archetype
You gain your proficiency bonus to infil-
tration, athletics, and investigation related
checks. Gain one feature at level 3 and 7.
Zealot Basics
Starting HP 5 + CON mod
HP each level up 1d8 + CON mod
Armor allowed All
Proficient weapons Simple
Ability proficiency WIS, CHA
Spellcasting,
Proficient checks history, insight,
archetype
Zealot Equipment
• Armor of your choice
• Shield
• 1 one handed simple weapon
• Holy symbol (divine focus)
• Healer’s kit (1 load, 2 SUP to refill)
• 5 rations (1 load, 5 SUP to refill)
• 2 rolls on Sundries (Quick Reference)
• Max SUP (1 load per 5; INT score)
ZEALOT TABLE
Level Proficiency Class Features
Bonus
Druid Archetype
You gain your proficiency bonus to wilder-
ness, creatures, and druidic magic related
checks. Gain one feature at level 3 and 7.
Paladin Archetype
You gain your proficiency bonus to instinct,
endurance, and athletics related checks.
Gain one feature at level 3 and 7.
Mage Basics
Starting HP 4 + CON mod
HP each level up 1d6 + CON mod
Armor allowed Shields
Proficient weapons Simple
Ability proficiency CON, INT
Spellcasting,
Proficient checks finesse, negotia-
tion, archetype
Mage Equipment
• 1 one handed simple weapon
• A shield or 1 hunting bow
• Potionery glassware
• Scribe’s kit (0 load, 5 SUP to refill)
• Spell components (3 levels, 6 SUP)
• 2 rations (0 load, 2 SUP to refill)
• 1 roll on Sundries (Quick Reference)
• Max SUP (1 load per 5; INT score)
MAGE TABLE
Level Proficiency Class Features
Bonus
Warlock Archetype
You gain your proficiency bonus to profane
magic, intimidate, and stealth related
checks. Gain one feature at level 3 and 7.
Wizard Archetype
You gain your proficiency bonus to diplo-
macy, insight, and arcane magic related
checks. Gain one feature at level 3 and 7.
Armor Class
Every combatant - PC or NPC - has an
armor class (AC), or the number needed to
meet or beat in order to land a hit in combat.
AC is effectively the DC to hurt a target,
which triggers damage.
Armor Types
Heavy AC 15 Warrior
Armor Disadv to stealth and Zealot
stamina checks
Weighs 5 load
Effective Range
Melee Works in close range (5’);
some have reach (10’)
Proficiency Required
Simple Easy to use but weak
• One hand: 1d6 damage
• Two hand: 1d8 damage
• Dual 1h: 2d6 dmg, take
best single d6 result
Weapon Load
One handed are 1 load, two handed are 2
load. Load counts when wielded or stowed.
Weapon Damage
A weapon’s damage lists the ability modifier
used for damage. Ranged weapons usually
add DEX mod to damage, while melee add
STR mod to damage. The GM can rule if a
weapon’s qualities or descriptors alter this.
Item SUP
Arrows - 1 fight, or 10 arrows 1
Torches - 1 hour duration 1
Rations - 1 day 1
Parchment - 1 magic scroll 1
Lockpicks - 1 failed check 1
Lantern oil - 3 hours 1
Rope - 100’ 1
Nails or pitons - 10 pieces 1
Healing kit - 1 use 2
Smith’s kit - 1 use 2
Spell components - per level 2
Potion, weak - 1 use 3
Potion, strong - 1 use 5
Antitoxin or poison - 1 use 5
Quicksilver - 1 application 5
Holy water - 1 application 5
Alchemical grenade - 1 use 7
Dragon’s breath bomb - 1 use 9
Foraging
A PC can spend an hour in a fertile region
and forage 1 SUP without making a check. A
check produces more forage worth 1 SUP per
rolled result over DC 11 (e.g. 13 = 2 SUP).
Item DUR
Boiled leather armor 2
Padded gambeson 2
Wooden and bossed shield 2
Spear 2
Wooden bow 2
Laminated bone bow 3
Chainmail 3
Sword 3
Steel mace 4
Steel breastplate 5
A PC has 10 HP and a wooden shield
with 2 durability. The PC gets hit and
takes 11 damage, but sacrifices their
shield’s 2 durability to reduce the
incoming damage by 2, taking only 9
damage. This allows them to remain
standing at the cost of a shattered
shield, which is no longer usable.
REPAIRS
Repairing equipment is possible during rest
or when in a stronghold. Items with less
than max DUR but greater than 0 DUR can
be repaired. No check is necessary to repair
the item if the PC is proficient in its use and
has a forge or similar workstation.
CRAFTING
Crafting items from scratch takes many
hours and materials. A character must be
proficient in the tool or its use to attempt to
craft it. Crafting requires a series of checks:
PC ACTIONS
When every second matters - such as
combat - players take turns describing their
character’s actions. Many actions require
a check of some kind (attacking, casting a
spell, intimidating an enemy into retreat),
each with its own DC and modifiers.
Types of Actions
• Active: most proactive actions that
require a check (stealth, attack, cast).
• Movement: you can move up to your
speed (usually 30’). You can split up this
distance throughout your turn.
• Quick: brief actions, actions triggered
off others, anything that takes a second.
Active Actions
Active actions are driven by the PC’s choices
and often require a check. Common active
actions: attacking, hiding, casting spells,
commanding troops, or similar. An active
action can always be “traded down” to a
movement or quick action, GM willing.
Movement Actions
You can move up to your speed in feet (30’
base, load reduces) for each movement
action. You can split up this movement
however you’d like, and can take actions in
between segments of movement; such as
moving, then attacking, then moving again.
Quick Actions
The most common form of quick action
is a readied action, such as when waiting
to spring an ambush. Drawing items or
weapons, casting certain spells, maintaining
concentration, and some class features are
quick actions. The GM can rule that certain
other basic actions are quick actions.
INITIATIVE
All combatants go in a set order based on
their DEX. Your DEX score (not modifier)
determines your place in initiative, with the
higher DEX acting before the lower DEX. It is
always the same round to round and turn to
turn unless there’s an ambush. Combatants
can choose to delay to a slower initiative.
POSITIONING
If you have a superior tactical position, such
as multiple allies flanking a target, the GM
may grant advantage to your checks.
Tactical Superiority
The players’ choices and cleverness should
be rewarded in play, with GMs granting
advantage or even automatic success. If one
side’s position, weapons, or environment
are wildly superior then no rolls are needed.
PC ATTACKS
A PC attack is a check against the target’s
AC. An attack can have advantage or disad-
vantage per GM discretion. A melee attack
uses STR mod while ranged uses DEX mod.
Arcane spells use INT mod, divine use WIS
mod. PCs add a proficiency bonus to combat
and spell checks if proficient with that item,
weapon, spell, or method of attack.
Dealing Damage
PCs deal damage when they successfully hit
a target. Damage is listed by the spell, class
feature, or weapon as a number of dice and
ability modifier (e.g. 1d8 + STR mod).
NPC ATTACKS
The GM rolls for a monster or NPC to attack,
using the monster’s stats to determine its
modifier to the appropriate ability check.
This attack is compared against the PC’s AC;
a hit means that the monster deals damage.
Critical Failure
Rolling a natural 1 on a check that damages
a PC doubles the damage the PC suffers.
DEATH &
INJURY
Any combatant that reaches 0 hit points
is incapacitated and unable to act. They’re
dead if not stabilized within 1 minute or by
the end of the fight (whichever is later).
Healing From
Magic & Medicine
Magic and medicine (herbs, potions, etc)
restore HP through a number of dice rolled
(like 3d6). The spell, effect, or item will list
its amount healed. Mundane healing doesn’t
restore HP, but removes penalties. Abilities
can be healed with weeks of rest and care.
Injury Table
1 A false hope, you’re dead
2 Feeble: lose 1d6 STR
3 Shaky: lose 1d6 DEX
4 Weak: lose 1d6 CON
5 Addled: lose 1d6 INT
6 Confused: lose 1d6 WIS
7 Disfigured: lose 1d6 CHA
8-13 Lose a body part (GM’s choice)
14-19 Disadvantage all checks until rest
20 Standing: instantly heal 1d8 HP
MORALE
All living creatures have morale, their will to
fight. The GM calls when to make a morale
check. Morale checks always have a DC 11.
Success means they stand and fight. Failure
means they surrender or flee. PCs rarely
have to check morale.
Morale Checks
Like any check, roll 1d20 with:
++ WIS mod
++ Proficiency bonus (if fitting)
++ Monster morale bonus (based off HD)
When To Check
Morale
The GM can call for one or more morale
checks; generally when:
Side, Group, or
Individual
PCs always roll morale individually. The GM
decides if monsters roll as a side, a group
based on type, or individually.
TRAPS
Traps are treated like any other dangerous
check. Unless characters specifically stipu-
late when, where, and how they’re checking
for traps, the GM doesn’t have to allow a
check to perceive, disarm, or avoid a trap.
TREASURE
As gold (gp) is the primary source of XP, PCs
are expected to be able to acquire treasure.
All coins have the same weight; there are
100 coins per pound, and 500 coins per load.
OVERWATER
TRAVEL
A boat on smooth water travels 3 miles an
hour, or roughly 30 miles per day. A ship
traveling on the sea moves 5 miles an hour,
or up to 100 miles per full day and night.
Darkness
Black as pitch, no light. No creature can see
without other methods (such as darksight
through heat, magic, or tremors).
Advantage Disadvantage
Stealth, hiding All attacks
Listening checks All defense checks
Sight (impossible)
Predicting danger
Finesse, precision
Morale for surfacers
Dim Light
30’ around a torch or a lantern. Moonlight.
Advantage Disadvantage
Stealth, hiding Ranged attacks
Listening checks Defense vs ranged
Sight checks
Well Lit
Typical natural light outdoors, full lanterns
indoors. This is considered the default in
most daytime circumstances, and the GM
rules if advantage or disadvantage apply.
Brilliant
Blindingly bright light, such as high sun
reflected upon undisturbed snow.
Advantage Disadvantage
Tracking, trails Stealth, hiding
Seeing movement Long-range attacks
DARKSIGHT
Some creatures - especially nefarious,
ancient, or subterranean ones - can see with
darksight. Their sight functions in reverse
of humans or other lightsight creatures. The
disadvantages a human suffers in darkness
are advantages to these creatures.
Exhaustion
Once a PC becomes exhausted, they suffer
disadvantage on all checks and their move-
ment speed becomes 0’. They can barely
stand or do anything that requires signifi-
cant exertion (including combat and magic).
Spellcasting Checks
Spells require a spellcasting check with a
DC = 10 + spell’s level.
PC Spell Level
Level
1 2 3 4 5
1 1 0 0 0 0
2 2 0 0 0 0
3 3 1 0 0 0
4 4 2 0 0 0
5 5 3 1 0 0
6 5 4 2 0 0
7 5 5 3 1 0
8 5 5 4 2 0
9 5 5 5 3 1
Cantrips
Spellcasting PCs know and can cast 3 can-
trips. These are rote, simple, relatively
weak spells that the PC has mastered. They
require no spellcasting check or components
and can always be used. The list of cantrips
is beneath each of the spell lists.
Spells As Rites
Spellcasters can cast any known spell as a
rite. This takes 1 hour per spell level of con-
centration, but doesn’t require a check.
Concentration
Some spells last as long as concentration is
held. Only one spell can be concentrated on
at a time. Taking damage, making checks, or
other distracting tasks break concentration.
New Spells
PCs can’t improvise spells, but might be able
to cast from a never-before-seen scroll or
other magical artifact. Further, PCs can’t
research “new” spells; they must hunt for
spellbooks and artifacts to discover spells.
COMPONENTS
Spells often require components: certain
words, movements, or materials in order to
trigger the spell’s magical effects. These are
generally described in the spell from other
sources, or left abstract (as SUP) in FTD.
Most components are consumed when used.
GMs are encouraged to come up with exotic
and rare material components for casting
more powerful spells, completing rituals, or
learning a new school of magical insight.
POTIONS
Magic potions and other consumables are
highly encouraged, and don’t count toward
the wielded magic item limit (CHA mod).
CONVERTING
MAGIC ITEMS
Magic items from 5e and other editions can
be used (mostly) as is. Some have “save”
or usage requirements, which can convert
to the appropriate check. Create magic
items by applying the benefit of a FTD spell,
monster maneuver, or other written effect.
SCROLLS &
WANDS
PCs with spellcasting can create, read and
cast spells from scrolls. PCs without spell-
casting can’t use scrolls. Once a scroll is
used it’s destroyed. Scrolls always require a
spellcasting check, even if cast as a rite. A PC
can write a scroll and cast it later as normal.
FOCUSES
Magic focuses such as orbs or staffs act
as magic weapons, potentially providing a
check modifier or other benefits. All focuses
remove the need for spell components and
a free hand to successfully cast a spell.
Focuses can be arcane or divine.
ARCANE SPELL LIST
Cantrips
SPELL DESCRIPTION
First Level
SPELL DESCRIPTION
One creature in 30’ obeys
Charm
you. Attack. Concentration
Third Level
SPELL DESCRIPTION
Fifth Level
SPELL DESCRIPTION
You or one target teleports to
Wayfarer
any known place (this plane)
First Level
SPELL DESCRIPTION
Heal 1d8 HP to 1 target in 30’
Suture
in line of sight. Quick
Third Level
SPELL DESCRIPTION
You and allies in 10’ gain +2
Angelic Aura
AC. Concentration. 1 min
Fifth Level
SPELL DESCRIPTION
A touched target follows your
Geas
quest til death. Enemy resist
Retainer Checks
Retainers are built in a similar fashion to
monsters. Retainers (usually) fall into one of
four categories:
REACTIONS
The GM can roll 1d20 to determine an NPC’s
reaction to a PC when confronted, with
the higher the roll the more favorable. A
result of 1-5 is hostile, 6-10 cautious, 11-15
curious, 16-20 positive or even friendly.
Renown or other factors can modify the roll.
MONSTERS
Monsters are broken out into categories
based on their behavior and role. A monster
of any category can have any HD. Special
techniques can be added to any monster to
make it more difficult or interesting.
Category Description
Brute Weak: INT, DEX, stealth,
finesse, perception, tactics
Strong: STR, CON, morale,
holding the line, resistance
Technique Description
Ability Drain Successful attacks tem-
porarily (or permanently
at HD 5+) reduce a hit
PC’s ability by 1d6. Pick
one ability to target
Adept Pick up to two spells
from the Arcane or Divine
spellcaster list. The sum
of these spell’s levels
can’t exceed the mon-
ster’s HD. The spells can
be cast once per encoun-
ter at will
Alter Area: Spread, 30’ / HD
Environment The monster can intro-
duce new physical
hazards or reshape
the battlefield in some
way. The GM selects
one style of alteration:
stone, plants, weather,
mechanical, sensory, or
magical
Blast Area: Cone, 10’ / 2HD
Damage: 1d6 / 2HD
Check: PCs check to resist
or dodge
Notes: usually elemental
or magic. 1 use per fight
per 3 HD
Technique Description
Burst Area: Sphere, 5’ / HD
Damage: 1d6 / HD
Check: PCs check to resist
or dodge
Notes: usually elemental
or magic. 1 use per fight
per 3 HD
Extra When Gain a bonus of some
kind when criteria are
met (more damage when
in a forest, extra AC when
in darkness, etc)
Force Successful attacks force
Condition a negative condition on
their PC target: blind,
deafened, paralyzed,
stunned, charmed, etc.
Pick one
Multi-Attack 1 extra attack per 3 HD
(6HD would have 3
attacks, 1 + 2 extra)
Resistance Gain either 1/2 damage
or Immunity or immunity to certain
weapons or damage
types (fire, slashing,
non-magical, non-silver,
etc)
Shove Target: 1 PC / 2 HD
Check: Monster checks to
hit each target
Each hit PC suffers forced
movement up to 10’ per 5
HD
Special Gain a unique move-
Movement ment type or speed in
certain circumstances:
flying, burrowing,
ethereal, underwater,
leap, teleport, extreme
speed, wallclimb, ignore
harsh terrain in certain
environments
MONSTER
TACTICS
Monsters should deploy tactics to the best
of their ability. Even unintelligent beasts are
able to cooperate as a pack.
Group Tactics
Standard Contains: a brute, a leader,
and multiple soldiers.
CONVERTING
MONSTERS
5e monsters and NPCs can be run as written
(however 5e monsters tend to have more HP
than advised; consider 1/2 HP). Convert CR
to HD, and use HD for Monster Math.
Concept
What is the monster’s function, description,
and theme? What should the party feel when
seeing it, entering its lair, fighting it? The
concept is an important aspect of creating
a monster as it defines all of the later steps.
Define it in prose or a simple bullet list.
Threat
Threat consists of HD and a description of
the monster’s level of danger. A GM can
fully or partially randomize a monster’s HD:
1 Brute 4 Shaper
2 Leader 5 Sniper
3 Predator 6 Soldier
Techniques
If the GM is going through the trouble of
building a monster from scratch, it’s likely
important and therefore warrants at least
one technique. GMs, note that each added
technique notably increases lethality. By
default, a single technique is enough to dif-
ferentiate a monster without making it more
threatening than intended. Always adhere to
what’s interesting rather than “balanced.”
The players’ll figure it out.
Monster Math
Refer to the Monster Math table to deter-
mine your creation’s relevant mods, AC,
HP, and average damage. Use the original
concept and monster category to determine
what types of actions or events are consid-
ered weak or strong mods. These actions
should be immediately clear and useful to
the GM, requiring as little time as possible
to note when the mod applies.
Concept: an etheral dragon made up of
magically unified smoke and energy.
It’s on the hunt for tasty living souls.
To Hit: +3 STRONG
Damage: 1d8
INT: +3
AC: 9 Stealth: +3
HP: 5
Patient, cunning,
Base mod: +2 stealthy, arboreal,
Speed: 40’ focus on the weak
TECHNIQUES WEAK
To Hit: +4 STRONG
Damage: 1d10
STR/CON: +4
AC: 13 Morale: +4
HP: 9
Fierce, athletic,
Base mod: +3 tough, brave,
Speed: 30’ damaging
TECHNIQUES WEAK
To Hit: +5 STRONG
Damage: 1d12
DEX/WIS: +5
AC: 13 Perception: +5
HP: 13
Athletic, stealthy,
Base mod: +3 balanced, greedy
Speed: 30’
TECHNIQUES WEAK
To Hit: +6 STRONG
Damage: 2d6+2
STR/DEX: +6
AC: 14 Morale: +6
HP: 17
Disciplined, tough,
Base mod: +4 brave, deadly
Speed: 20’
TECHNIQUES WEAK
To Hit: +5 STRONG
Damage: 2d10
INT/CHA: +9
AC: 11 Magic: +9
HP: 29
Evil, compelling,
Base mod: +5 commands a devout
Speed: 30’ following of cultists
TECHNIQUES WEAK
To Hit: +5 STRONG
Damage: 3d8+1
INT/WIS: +11
AC: 11 Environment: +11
HP: 37
Massive, powerful,
Base mod: +6 shape stone, clever,
Speed: 20’ / 80’ dig perceptive, cautious
TECHNIQUES WEAK
FRAMEWORK
The GM plans a series of sessions, one
or more of which make up an adventure
(sometimes called a module); multiple
adventures constitute a campaign. The GM
prioritizes their attention by focusing on
sessions, then adventures, then campaigns.
A Fair Challenge
This game is as much, if not more so, about
challenging the players as it is about creat-
ing a shared story. Rather than collaborating
to tell a tale, you’re inhabiting the minds of
characters who believe their world to be very
real. In turn, their universe behaves with
cold hard impartiality.
Meaningful Choices
The PCs’ decisions are all that really drive
the story of the game. There’s no meta-
plot, no three-act structure. There’s simply
choice, action, and reaction.
Making sure choices are meaningful
demands complex and dramatic situations.
There’s no “right” answer or single solution
- everything comes at the expense of some-
thing else, nothing is for certain. Saints can
exhibit evil and cruelty just as despots can
demonstrate great acts of kindness.
Internal Consistency
To make those meaningful choices, the
players have to understand the world
through their characters. Fill their senses
with practical details, realistic and ugly
truths. Let them immerse.
Discovery
The characters are adventurers. There’s a
certain assumption that they’ll be tran-
sients, nomads, freebooters on the frigid
frontier. FTD doesn’t assume what your
game is actually about, but it does insist that
the game has a sense of exploration, discov-
ery, and wonder. Play to find out.
That exploration could be navigating a
single region, even a single dungeon. But it
should be able to be explored, delved into,
examined. And not simply as an excuse
to kill monsters and take their stuff, but
to examine what it means to inhabit that
world. How did these bizarre creatures come
to exist alongside the familiar? How has
society managed to scrape survival together
in this harsh and unforgiving landscape?
Facilitating Play
The GM is often the host, the ruleskeeper,
the one who provides the means to play.
They need to be aware of each of their
players’ preferences, their goals in and out
of the game, and their level of experience.
Connections Table
Thing Action Fallout
1 Deity Destroy War
2 Admiration Prismatic
3 Terror Gloomy
9 Joy Rustling
10 Trust Shrieking
11 Contempt Pounding
12 Surprise Chiming
13 Sadness Pulsing
14 Disgust Aching
15 Remorse Paralyzing
16 Apathy Invigorating
19 Hope Blinding
20 Love Deafening
RANDOM MAPS
GMs can generate a dungeon, city block, or
wilderness map by using a common puzzle
cube (six colors, nine squares per side).
Scramble the cube and roll it like a d6. The
top face of the cube is the result for the map.
Each colored square on the result face is a
type of terrain, obstacle, or location; each is
commonly enclosed or has a distinct border.
Core Mechanic
GM describes an obstacle. PC describes how
they overcome it. If uncertain, GM calls for a
check. The PC rolls 1d20 + relevant modifi-
ers and must meet or beat the DC to succeed.
A typical DC is 11, but can range from 5-20.
PC Proficiency By Level
1-4 +2 bonus to proficient checks
Retainers
Max retainers: CHA score
Hench: elite retainers loyal to a PC. Limited
to ((CHA mod + level) - 5) hench.
Light
Torches and lanterns cast 30’ of dim light.
Torches last 1 hour, lanterns last 3 per SUP.
• Darkness: adv to stealth, disadv to
nearly all other checks. Harsh terrain.
• Dim Light: adv to stealth and hearing,
disadv to ranged combat and seeing.
• Well Lit: normal daylight conditions
• Brilliant: adv to tracking trails, visible
movement. Disadv to stealth, ranged.
Magic
Spellcasting Check: DC 10 + Spell’s Level;
failure causes a magical mishap. Results are
used to determine success vs NPC target
Sundries
PCs roll per their class at creation. GMs can
roll for random useful tools in a dungeon.