TEXT: GREAT & SMALL REVISED RULES SUMMARY 
  By Robert F. Mason © 2015 
   
  The following rules supercede those found in the Quick Start Core Rules document, and will 
  likely become part of the final version of the game. 
   
  TO CREATE A CHARACTER 
  Step 1a – Choose your character’s species.  You may choose any animal species allowed by 
  your BM.  This choice determines your attacks & damage, Armor Class (AC), beginning hit 
  points (hp), Move score (MV), and Size rating (SZ). 
  1b. – Size rating, in turn, determines what kind of Hit Dice (HD) you roll for further hit 
  points when gaining levels, along with combat modifiers against opponents of different Sizes.  
  These are summarized on the following tables. 
   
  TABLE 1: HIT DICE PER LEVEL BY SIZE RATING 
  Size Rating 
   
  Zocchi Progression  
  Standard Progression 
  Fine 
   
   
   
  1 hp 
   
   
   
  d2 
  Diminutive 
   
   
  d2 
   
   
   
  d3 
  Tiny 
   
   
   
  d3 
   
   
   
  d4 
  Small  
   
   
  d5 
   
   
   
  d6 
  Medium 
   
   
  d7 
   
   
   
  d8 
  Large  
   
   
  d10 
   
   
   
  d10 
  Huge  
   
   
  d12 
   
   
   
  d12 
  Gargantuan 
   
   
  d14 
   
   
   
  (3d6)-2 
  Colossal 
   
   
  d16 
   
   
   
  d20 
   
  TABLE 2: ATTACK/DAMAGE MODIFIERS BY SIZE RATING 
   
   
   
   
   
  TARGET’S SIZE RATING 
  Fine 
  Dim. Tiny Small   Med. Large Huge Gar. Col. 
  Fine 
   
  +0 
  +1/-1 +2/-1 +3/-2 +4/-2 +5/-3 +6/-3 +7/-4 +8/-4 
  Diminutive 
  -1/+1 +0 
  +1/-1 +2/-1 +3/-2 +4/-2 +5/-3 +6/-3 +7/-4 
  Tiny  
  -2/+1 -1/+1 +0 
  +1/-1 +2/-1 +3/-2 +4/-2 +5/-3 +6/-3 
  Small  
  -3/+2 -2/+1 -1/+1 +0 
  +1/-1 +2/-1 +3/-2 +4/-2 +5/-3 
  Medium 
  -4/+2 -3/+2 -2/+1 -1/+1 +0 
  +1/-1 +2/-1 +3/-2 +4/-2 
  Large  
  -5/+3 -4/+2 -3/+2 -2/+1 -1/+1 +0 
  +1/-1 +2/-1 +3/-2 
  Huge  
  -6/+3 -5/+3 -4/+2 -3/+2 -2/+1 -1/+1 +0 
  +1/-1 +2/-1 
  Gargantuan -7/+4 -6/+3 -5/+3 -4/+2 -3/+2 -2/+1 -1/+1 +0 
  +1/-1 
  Colossal 
  -8/+4 -7/+4 -6/+3 -5/+3 -4/+2 -3/+2 -2/+1 -1/+1 +0 
   
  Step 2a.  Select your character’s niche.  Niche is a specialization in one of the eight standard 
  bodies of lore (Healer, Herbalist, Runner, Scout, Seer, Storyteller, Trickster, Warrior).  This 
  choice grants you a special ability or abilities only available to those who take the lore at 1st 
  level, establishes your beginning Threat score (a measure of how well-trained you are at 
  intimidating others), and determines what kind of saving throw you are most skilled at. 
  
  2b. – Record your niche die.  This is a type of die you will roll when making lore checks 
  or saving throws related to your niche.  You add the result of this die roll as a bonus to your other 
  rolls.  Like Hit Dice, Niche Dice follow a level-based progression, detailed below. 
  2c. – Adding a niche takes your character from 0-level to 1st level.  This entitles you to a 
  new Hit Die.  Consult Table 1, above, and roll the appropriate die based on your SZ rating.  Add 
  the result of this roll to your species’ starting hit points. 
   
  TABLE 3: NICHE DIE PROGRESSION BY LEVEL 
   
  Level  
  Zocchi Progression  
  Standard Progression 
   
  0-2 
   
   
  d2 
   
   
   
  d3 
   
  3-5 
   
   
  d3 
   
   
   
  d4 
   
  6-8 
   
   
  d5 
   
   
   
  d6 
   
  9+ 
   
   
  d7 
   
   
   
  d8 
   
  Step 3: Give your character a name, a gender, a physical description, and a brief background 
  setting her or him up for a life of adventure beyond that which comes to most animals. 
   
  A Sample Character: 
  Barnabus, 1st level burrowing owl, Storyteller (d2) 
  AC 5; hp 8; MV 4 (8 flying); SZ Tiny; Thr 6 (Average); #AT 2 (beak for 1 hp, 2 
  talons 1d3+1); Saves +1d2 vs. charms 
   
   
  Maneuvers: Flyby Attack, Swoop 
   
  Niche Abilities: Grant +1 bonus to a Seer’s Trance attempt; Inspire Allies (+1 
  bonus to all within 50 ft.) 
  Special: +4 bonus on Scout lore checks to spot hidden objects;  +4 on Trickster 
  lore checks to hide in natural habitat; +4 bonus on Scout lore checks to hear noise; +3 
  bonus on Trickster lore checks to move silently (+6 when airborne); Low Light Vision; 
  Mimic rattlesnake hissing and rattling with Average Trickster lore check; Ultravision. 
   
  CHARACTER ADVANCEMENT 
  Your character gains levels through adventure and adversity.  Leveling up is a result either of 
  accumulated lore checks with increased difficulty, or experience points, as determined by your 
  BM.  You may gain levels in any lore, though it is always easier to gain them in your niche, and 
  your niche lore must always be at least one level higher than your other lores.  The cumulative 
  total of your lore levels is called your Total Level; it is the equivalent of HD in monsters and 
  NPCs. The following things happen when you level up. 
   
  1. Growth Spurts.  Some species change SZ rating when they gain levels.  This changes 
  their appropriate HD type going forward. For example, growing from Tiny to Small 
  changes all of your Hit Dice from d3s (or d4s) to d5s (or d6s). When this happens, re-roll 
  your hp as per step 2 below, using the new die type for your entire HD pool. It also 
  affects their combat capabilities, as per Table2, above. 
  2. Hit Points.  Gaining a level earns you another die of the appropriate type to add to your 
  pool of Hit Dice.  Upon leveling, you roll your entire Hit Dice pool (including new dice) 
  and add together all the face values.  If the new total is greater than your previous hit 
  
  points, record this value as your new hit point total.  If it is equal to or less than your 
  previous hit point total, your hit points do not change. 
  3. Niche Dice:  Every 3 levels, your niche die improves by one step; i.e., from a d3 to a d5. 
  4. Niche Abilities:  Some niche abilities are also level-based. 
  5. Species Traits: Many species have traits that improve as they gain levels or Hit Dice. 
   
  CORE RULES: THE BASICS 
  Most actions in the game are settled with a “target 20” system.  That is, you roll your dice, add in 
  modifiers, and shoot for a total equal to or greater than 20.  If the total is less than 20, the attempt 
  failed.  Exceptions to this rule are surprise, initiative, and damage rolls. 
   
  The core roll is 2d10 +/- modifiers ≥ 20.  Situational permutations are detailed below.  BMs may 
  opt to use a 1d20 instead, especially if they are aiming for a classic fantasy RPG feel. 
   
   Combat: 2d10 + attacker’s Total Level or HD + target’s AC + SZ modifier ≥ 20. 
  Warriors add +1 to this roll for their specialized natural attack. Characters attacking with 
  a non-favored natural attack form add ½ their Total Level or HD instead. 
   Damage: as per weapon or natural attack type. Warriors get a +2 bonus to this roll when 
  hitting with their specialized natural attack. 
   Initiative:  1d10 + MV score. Each side rolls 1d10.  Then, each member of the respective 
  parties adds their MV score to their side’s d10 result. The final tally is their Initiative.  
  Highest total result acts first, other actions resolve in descending order.  Runners add the 
  result of their niche die roll as a bonus to Initiative. 
   Lore Checks: 2d10 + your lore level + Difficulty Rating  ≥ 20. Add the result of your 
  niche die to this roll when using your niche-related special abilities. 
   Saving Throws: 2d10 + your Total Level + Threat Level ≥ 20.  Add the result of your 
  niche die to this roll when making a save related to your niche. 
  o There are eight saving throw types, each associated with a particular lore: 
  Blast (Runner), Charm (Storyteller), Deception (Seer), Device (Scout), Fear 
  (Warrior), Paralysis (Trickster), Poison (Herbalist), and Trauma (Healer).  If you 
  have chosen the associated niche, you add the result of your niche die roll as a 
  bonus to all relevant saves. 
   Surprise: BM rolls 1d5 (or 1d6, if using standard dice). Surprise occurs on a result of 1 
  or 2.  Some species are only surprised on a result of 1. 
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