TEXT: A GRITIY OSI� FJ\N'li\SY Slcl'l'ING BY "rRJ\VIS l"EGGE 
  
  Odysseys &
  Overlords
  PLAYER’S GUIDE FREE PREVIEW
  WRITTEN & DEVELOPED BY: TRAVIS LEGGE 
  EXECUTIVE PRODUCER: STEVE HEIDEN
  COVER ART: © 2015 DEAN SPENCER, USED WITH PERMISSION. 
  ALL RIGHTS RESERVED.
  INTERIOR ARTWORK: 
  SOME ARTWORK BARTEK BLASZCZEC
  SOME ARTWORK JACOB E. BLACKMON
  SOME ARTWORK © 2015 DEAN SPENCER, USED WITH 
  PERMISSION. ALL RIGHTS RESERVED. 
  SOME ARTWORK J.M. WOIAK & HEATHER SHINN OF THE 
  STINKYGOBLIN
  ODYSSEYS & OVERLORDS contains Open Game Content in accordance with the Open Game License v1.0a. (Hereafter referred to as 
  OGL) The text of the OGL can be found on pages 54-55 of this book. 
  ODYSSEYS & OVERLORDS, the ODYSSEYS & OVERLORDS game setting, all artwork and design elements, specific layout and trade 
  dress, Chandra, Ragnar, Abyss-Kissed, Spellscorched, and specific genera and class descriptions apart from game system & rules 
  information, are hereby defined as Product Identity in accordance with the OGL and are Copyright ©2019 Aegis Studios. 
  All charts, systems, and rules modifications are hereby designated as Open Game Content in accordance with the OGL.
  ODYSSEYS & OVERLORDS Player’s Guide Copyright© 2019 Aegis Studios. All Rights Reserved.
  More work from Travis Legge at 
  Dungeon Masters Guild: https://www.dmsguild.com/browse.php?author=Travis%20Legge
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  ODYSSEYS & OVERLORDS was created through the support of my Patrons, whom I would like to thank:
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  Howard Jabroni, Jen Douglas, Kobayashi, Lewis L Harris II, Larry Scharnweber, Matt, Rhel, Richard Watkins, Ryan Davis, Sarah Stewart, 
  Sean Holman & Thomas L. Vaultonburg
  You can support my work and get exclusive Behind the Scenes access, info & discounts at http://patreon.com/travislegge
  
  3
  Odysseys &
  Overlords
  In the ancient times, the Gods watched over humankind. 
  This was a golden age of learning and peace. Humans 
  revered the Gods, living in harmony with the divine and 
  the companion beasts. Magic flowed freely allowing the 
  learned and the faithful to alter their forms, prevent aging, 
  and preserve health. The wild folk were born of this time 
  as humans and companion beasts united in love. While 
  most of the Gods rejoiced at this development, Ragnar, the 
  God of Conquest was jealous and appalled by the humans 
  choosing the animal companions as mates instead of the 
  Gods. This caused a divine war during which the Gods who 
  agreed with Ragnar tried to kill the other Gods. The first 
  casualty of this war was Ember, the Goddess of knowledge. 
  When Ember died, her scholar-priests, the Keepers of the 
  Arcane were caught in a magical backlash creating the 
  spellscorched. This war of Gods, called the Schism, raged 
  for 1000 years, during which time the followers of Ragnar 
  courted the worship and love of as many humans as they 
  could. From these unions, the Abyss-kissed were born. 
  After a long and bloody conflict, Ragnar and his followers 
  were defeated. The Gods who fought them dragged 
  Ragnar’s followers into the Abyss where they are believed 
  to still be fighting to this day. Only Ragnar and Chandra, 
  the Goddess of the moon and nature remained among 
  mortals. Declaring a cease fire, Ragnar retreated with a 
  small retinue of cultists to the Tower of Wretched Wroth. 
  Chandra and her highest clerics went to the Crystal Library 
  on the surface of the northern Moon. Mortals were left 
  to determine their own fates. The magic that had bound 
  the souls of humans and the companion beasts shattered, 
  though wild folk were already numerous enough to 
  persevere. The spellscorched taught the ways of arcane 
  magic sparingly, protecting the art nearly to extinction. 
  Clerics of Chandra and Ragnar spoke of worship, but most 
  mortal kingdoms rejected all gods and magic, relying on 
  steel and blood to determine righteousness and rulership. 
  Now, the mortal lands are divided. A dozen kingdoms lie 
  scattered across the world, separated by dangerous wilds 
  filled with bandits and monsters. The bravest mortals act 
  as adventurers, guiding travelers between the kingdoms, 
  killing monsters to thin their numbers, and plundering 
  ruins in search of the lost treasures of the golden age. This 
  is the world of Odysseys & Overlords!
  What Is This?
  Odysseys & Overlords is designed for use with The 
  Basic Fantasy Role-Playing Game, a rules-light game 
  system based on the d20 SRD v3.5, but heavily rewritten 
  with inspiration from early role-playing game systems. It 
  is intended for those who are fans of “old-school” game 
  mechanics. Basic Fantasy RPG is simple enough for children 
  in perhaps second or third grade to play, yet still has 
  enough depth for adults as well.
  The Basic Fantasy Role-Playing Game is available 
  FREE at https://www.basicfantasy.org/ and 
  https://www.drivethrurpg.com/product/140455/
  Basic-Fantasy-RPG-3rd-Edition 
  A copy of The Basic Fantasy Role-Playing Game 3rd 
  Edition is highly recommended for use with this product, 
  but any OSR basic ruleset should get you by in a pinch. 
  PLAYER CHARACTERS
  How to Create a Player 
  Character
  First, you will need a piece of paper to write down 
  the character’s statistics on. You may use a preprinted 
  character sheet if one is available, or you may simply use 
  a piece of notebook paper. An example character sheet is 
  included in the back of this book. You should use a pencil 
  to write down all information, as any statistic may change 
  during play.
  Roll 4d6 dropping the lowest die result and adding 
  the remainder for each ability score, as described in the 
  Character Abilities section. Write the results after the 
  names of the abilities. Write down the scores in the order 
  you roll them; if you are unhappy with the scores you have 
  rolled, you may either take a Mulligan, rerolling the entire 
  set of skills, or you may exchange two ability scores of your 
  choice from the list. Keep in mind that when you choose 
  a genus, certain bonuses may apply to your abilities. Once 
  you have your ability scores written down, write down the 
  ability score bonus (or penalty) for each score beside the 
  score itself, as shown on table: Ability Score Modifiers.
  Choose a genus and class for your character. Your 
  character must meet the Prime Requisite minimum for a 
  class, as described in the Classes section, in order to be a 
  member of that class. Also note that there are minimum 
  (and maximum) ability requirements for the various genera 
  which must be met, as described in the Mortals section.
  Write down the special abilities of your genus and class 
  choices, as described below. If you have chosen to play a 
  Magic-User, work with your Game Master to determine 
  what spell or spells your character knows; it’s ultimately up 
  to the Game Master to decide which spells can be known 
  at character creation, but they may offer you an array of 
  spells to choose from.
  
  4
  Note on your character sheet that your character has 
  zero (0) experience points (or XP); also, you may want to 
  note the number needed to advance to second level, as 
  shown in the table for your class.
  Roll the hit die appropriate for your class, adding your 
  Constitution bonus or penalty, and note the result as your 
  hit points on your character sheet. Note that, should your 
  character have a Constitution penalty, the penalty will not 
  lower any hit die roll below 1 (so if your Character has a 
  -2 penalty for Constitution, and you roll a 2, the total is
  adjusted to 1).
  Roll for your starting money. Generally, your character 
  will start with 3d6 times 10 gold pieces but ask the Game 
  Master before rolling.
  Now, purchase equipment for your character, as shown 
  in the Equipment section (page 15). Write your purchases 
  on your character sheet and note how much money 
  remains afterward. Make sure you understand the weapon 
  and armor restrictions for your class and genus before 
  making your purchases.
  Since you now know what sort of armor your character 
  is wearing, you should note your Armor Class on your 
  character sheet. Don’t forget to add your Dexterity bonus 
  or penalty to the figure.
  Look up your character’s attack bonus, listed under your 
  class description, and note it on your character sheet. 
  Don’t add your ability bonuses (or penalties) to this figure, 
  as you will add a different bonus (Strength or Dexterity) 
  depending on the sort of weapon you use in combat (i.e. 
  melee or missile weapon).
  Also look up your saving throws, listed under your class 
  description, and note them on your character sheet. Adjust 
  the saving throw figures based on your genus. Please note 
  that the saving throw bonuses are presented as “plus” 
  values, to be added to the die roll; for convenience, you 
  may simply subtract them from the saving throw numbers 
  on the character sheet instead.
  Finally, if you haven’t done so already, name your 
  character. This often takes longer than all the other steps 
  combined. 
  Character Abilities
  Each character will have a score ranging from 3 to 18 
  in each of the following abilities. A bonus or penalty is 
  associated with each score, as shown on the table below. 
  Each class has a Prime Requisite ability score, which 
  must be at least 9 in order for the character to become a 
  member of that class; also, there are required minimum 
  and maximum scores for each character genus other than 
  Humans, as described under Mortals, below.
  Table: Ability Score Modifiers
  Ability Score
  Bonus/Penalty
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18
  +3
  Strength: This ability measures the character’s raw 
  physical power. Strength is the Prime Requisite for Fighters. 
  Apply the ability bonus or penalty for Strength to all 
  attack and damage rolls in melee (hand to hand) combat. 
  Note that a penalty here will not reduce damage from a 
  successful attack below one point in any case.
  Intelligence: This is the ability to learn and apply 
  knowledge. Intelligence is the Prime Requisite for Magic-
  Users. The ability bonus for Intelligence is added to the 
  number of languages the character is able to learn to read 
  and write; if the character has an Intelligence penalty, they 
  cannot read more than a word or two and will only know 
  their native language.
  Wisdom: A combination of intuition, willpower and 
  common sense. Wisdom is the Prime Requisite for Clerics. 
  The Wisdom bonus or penalty may apply to some saving 
  throws vs. magical attacks, particularly those affecting the 
  target’s will.
  Dexterity: This ability measures the character’s 
  quickness and balance as well as aptitude with tools. 
  Dexterity is the Prime Requisite for Thieves. The Dexterity 
  bonus or penalty is applied to all attack rolls with missile 
  (ranged) weapons, to the character’s Armor Class value, 
  and to the character’s Initiative die roll.
  Constitution: A combination of general health and 
  vitality. Apply the Constitution bonus or penalty to each hit 
  die rolled by the character. Note that a penalty here will 
  not reduce any hit die roll to less than 1 point.
  Charisma: This is the ability to influence or even lead 
  people; those with high Charisma are well-liked, or at least 
  highly respected. Apply the Charisma bonus or penalty to 
  reaction rolls. Also, the number of retainers a character 
  may hire, and the loyalty of those retainers, is affected by 
  Charisma.
  
  8
  tall and usually weigh between 170 and 250 pounds. Wild 
  folk usually live around 70 years. 
  Restrictions: Wild folk may become Clerics, Fighters, and 
  Thieves. They must have a minimum Constitution of 9. Due 
  to their bestial nature, they have a maximum Intelligence 
  of 17. 
  Special Abilities: Wild folk have Darkvision with a 100’ 
  range. Due to their enhanced bestial senses, they reduce 
  the chance of being surprised by 1 in 1d6. Their claws 
  grant them 1d4 damage in combat and are considered 
  natural weapons which all wild folk are proficient with 
  (wild folk do not use the standard unarmed combat rules). 
  Saving Throws: Wild folk gain a +1 bonus vs. any Cold 
  effects. 
  Wild folk Fighters learn to become deadly with their 
  claws. Their claws do 1d6 damage and if a Wild folk Fighter 
  is using their claws in combat and wielding no other 
  weapon or shield, they can roll 2d6, keeping the highest 
  result. Wild folk that are not Fighters can roll 2d4 and keep 
  the highest result if they don’t use a weapon.
  Classes
  Bard 
  Bards travel the world seeking lore and 
  sharing tales of daring and heroism. Through 
  adventuring, Bards unearth ancient tales of 
  the time before the schism while chronicling 
  the new and exciting adventures of their 
  traveling companions. While many Bards are 
  skilled with a variety of musical instruments, 
  performance techniques and styles of oration or 
  writing, each Bard has a signature performance 
  style which they use to inspire friends and win the 
  hearts and minds of foes. Bards fight about as well as 
  Clerics and Thieves but not as well as Fighters. The 
  rigors of life as a traveling performer, including 
  the manual labor that often accompanies 
  setting up, tearing down, and carrying the 
  necessary equipment for their art, make 
  Bards roughly as hardy as Clerics.
  The Prime Requisite for Bards is 
  Charisma; a character must have a 
  Charisma score of 9 or higher to 
  become a Bard. They may use any 
  weapon but may not wear 
  metal armor as it inhibits 
  movement and interferes 
  with performance, but 
  Bards may use a shield. 
  Leather or Hide armor 
  is also acceptable.
  Bards have a special ability called Bardic Inspiration, 
  which is described below. This special ability allows Bards 
  to bolster and aid their allies on the battlefield through the 
  use of Bard Songs.
  Bard Songs
  Though called Songs, the special ability of Bards 
  sometimes takes the form of poetry or oration. Bard songs 
  use the magic of sound to pass along Bardic Inspiration. 
  Using a Bard Song takes One Turn unless otherwise noted. 
  Bards can learn the following Bard Songs:
  Aid: By speaking words of encouragement, shouting 
  a rousing speech, or playing a moving song, the Bard can 
  grant a Bardic Inspiration die to one ally who can hear them. 
  The die type is determined by the Bard’s level. The recipient 
  may then roll the Bard’s Bardic Inspiration die along with 
  the next d20 roll they make, adding the result of the Bardic 
  Inspiration die to their total. 
  Bravery: This song serves as a rallying cry to all allies who 
  can hear the Bard. Any ally who hears this song is calmed 
  and feels a swell of purpose. If the ally is currently subject 
  to any sort of magical fear, it is allowed a new save vs. Spells 
  to resist that fear, and may roll the Bard’s Bardic 
  Inspiration die, adding the result as a bonus to 
  the save.
  Charm: This song allows the Bard to 
  cast Charm Person as though they were 
  a Magic User of their 
  level. 
  Healing: 
  Through 
  the magic of a song, 
  phrase, or poem, the 
  Bard’s words act as a balm 
  against the wounds of their 
  allies. The Bard expends 
  one use of their Bardic 
  Inspiration 
  and 
  rolls 
  their Bardic Inspiration 
  die, 
  adding 
  their 
  Charisma modifier to 
  the roll. The result 
  becomes a pool of 
  healing that the 
  Bard may apply to 
  themselves or to 
  any ally who can 
  hear them. Each 
  point 
  spent 
  from the pool 
  heals the target 
  
  9
  for 1 hit point of damage. When the Bard’s turn ends, any 
  points remaining in the pool are wasted and cannot be 
  saved for future use. 
  Lullaby: This song allows the Bard to cast Sleep as 
  though they were a Magic User of their level. 
  Safety: This song allows the Bard to cast Shield as 
  though they were a Magic User of their level.
  Vicious Mockery: The Bard turns the magical power of 
  their voice into seething rage, unleashing a maddening, 
  discordant stream of insults at their enemy. The Bard 
  targets one creature who can hear them and who is 
  within 120 feet. The target must save vs. Spells or suffer 
  the Bard’s Bardic Inspiration die in damage. Regardless 
  of whether the attack does damage, the target must also 
  save vs. Petrify or become stunned. A stunned character 
  can neither move nor take action for the remainder of the 
  current round and all of the next one. 
  Table: Bard Saving Throws
  Level
  Death Ray 
  or Poison
  Magic
  Wands
  Paralysis
  or Petrify
  Dragon
  Breath
  Spells
  1
  13
  14
  13
  16
  15
  2-3
  12
  14
  12
  15
  14
  4-5
  11
  13
  12
  14
  13
  6-7
  11
  13
  11
  13
  13
  8-9
  10
  12
  11
  12
  12
  10-11
  9
  12
  10
  11
  11
  12-13
  9
  10
  10
  10
  11
  14-15
  8
  10
  9
  9
  10
  16-17
  7
  9
  9
  8
  9
  18-19
  7
  9
  8
  7
  9
  20
  6
  8
  8
  6
  8
  Bard
  Level
  Exp.
  Points
  Hit Dice
  Attack
  Bonus (AB)
  Bardic
  Inspiration
  Uses Per
  Day
  Songs
  Known
  1
  0
  1d8
  +1
  1d4
  1
  1
  2
  1,500
  2d8
  +1
  1d4
  1
  1
  3
  3,000
  3d8
  +2
  1d4
  1
  2
  4
  6,000
  4d8
  +2
  1d4
  1
  2
  5
  12,000
  5d8
  +3
  1d6
  2
  3
  6
  24,000
  6d8
  +3
  1d6
  2
  3
  7
  48,000
  7d8
  +4
  1d6 
  2
  3
  8
  90,000
  8d8
  +4
  1d6
  2
  3
  9
  180,000
  9d8
  +5
  1d8
  3
  4
  10
  270,000
  9d8+1
  +5
  1d8
  3
  4
  11
  360,000
  9d8+2
  +5
  1d8
  3
  4
  12
  450,000
  9d8+3
  +6
  1d8
  3
  4
  13
  540,000
  9d8+4
  +6
  1d10
  4
  5
  14
  630,000
  9d8+5
  +6
  1d10
  4
  5
  15
  720,000
  9d8+6
  +7
  1d10
  4
  5
  16
  810,000
  9d8+7
  +7
  1d10
  4
  5
  17
  900,000
  9d8+8
  +7
  1d12
  4
  6
  18
  990,000
  9d8+9
  +8
  1d12
  5
  6
  19
  1,080,000
  9d8+10
  +8
  1d12
  5
  6
  20
  1,170,000
  9d8+11
  +8
  1d12
  5
  6
  
  54
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
  Inc.
  System Reference Document Copyright 2000-2003, Wizards of 
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Orcus from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Scarecrow from the Tome of Horrors, Copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Roger Musson.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters Product Support, Copyright 2005, 
  Troll Lord Games.
  Sword & Board A Basic Fantasy Companion Copyright © 2011 
  Dan Buterbaugh
  Basic Fantasy Role-Playing Game Copyright © 2006-2016 Chris 
  Gonnerman.
  Equipment Packs: A Basic Fantasy Supplement Copyright © 2009 
  Shayne Power.
  Armor and Shields: A Basic Fantasy Supplement Copyright © 
  2010 Jeff Johnson.
  Magic-User Options: A Basic Fantasy Supplement Copyright © 
  2011 Tom Hoyt.
  Necromancers: A Basic Fantasy Supplement Copyright © 2008-
  2010 R. Kevin Smoot.
  The Basic Fantasy Field Guide Copyright © 2010-2016 Chris 
  Gonnerman, R. Kevin Smoot, James Lemon, and Contributors.
  Adventuring Copyright © 2015 Sean D. Spencer and contributors
  Equipment Emporium: A Basic Fantasy Supplement Copyright © 
  2010-2018 Joe Ludlum, R. Kevin Smoot, and Alan Vetter
  System  Reference  Document  5.1 Copyright  2016,  
  
  55
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based 
  on original material by E. Gary Gygax and Dave Arneson. 
  Odysseys & Overlords Player’s Guide Copyright © 2019 Aegis 
  Studios
  Odysseys & Overlords Player’s Guide Free Preview Copyright © 
  2019 Aegis Studios
  END OF LICENSE
  BASIC FANTASY ROLE-PLAYING GAME
  PRODUCT IDENTITY LICENSE
  Subject to the terms of the Open Game License, 
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SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Adventures & Settings/Odysseys & Overlords (BasicF)/Odysseys & Overlords Free Preview (BasicF).pdf