TEXT: FOR TABLETOP FANTASY 
  ROLE-PLAYING
  2+ PLAYERS AND REFEREE
  PAPER, PENCILS AND DICE: D4, 
  D6, D8, D10, D12, D20
  BY DIRK WITH A 
  VENGEANCE
  WEAPONS
  STICK (D6,+1 ATTACK, BREAKS ON 6)
  0 GEMS
  1 WEIGHT
  KNIFE (D4, DOUBLE DAMAGE ON 4)
  1 GEM
  0 WEIGHT
  SWORD (D6, REROLL ‘1’S)
  2 GEMS
  1 WEIGHT
  GREATSWORD (D10, DOUBLE INJURIES)
  5 GEMS
  3 WEIGHT
  THROWING KNIFE (D4, +1 ATTACK PER TURN)
  1 GEM
  0 WEIGHT
  PISTOL (D4, +1 ATTACK PER TURN)
  3 GEMS
  1 WEIGHT
  MACHINEGUN (D10, WIDE AREA, 1 TURN TO PREPARE)
  7 GEMS
  5 WEIGHT
  RIFLE (D10, MAX DAMAGE ON CALLED SHOTS, 1 TURN TO RELOAD)
  7 GEMS
  2 WEIGHT
  LASER PISTOL (D6, REROLL ‘1’S)
  3 GEMS
  1 WEIGHT
  SHIELDS
  SMALL SHIELD (D4)
  1 GEM
  1 WEIGHT
  HEAVY SHIELD (D4, SURVIVES DESTRUCTION ONCE)
  3 GEMS
  4 WEIGHT
  TOWER SHIELD (D4, FULL COVER FROM RANGED ATTACKS)
  4 GEMS
  6 WEIGHT
  ARMOR
  LIGHT ARMOR (4 AP)
  1 GEM
  2 WEIGHT
  MEDIUM ARMOR (8 AP)
  5 GEMS
  5 WEIGHT
  HEAVY ARMOR (12 AP)
  8 GEMS
  8 WEIGHT
  FORCEFIELD BELT (6 AP)
  3 GEMS
  1 WEIGHT
  DEFLECTOR BELT (DEFLECTS LASERS)
  5 GEMS
  1 WEIGHT
  HELMET (BREAKS TO PREVENT BRAIN INJURY)
  1 GEM
  1 WEIGHT
  
  HOW TO PLAY
  THE BASICS, IN BRIEF
  •	 THE REFEREE DESCRIBES AN IMAGINARY WORLD, OF 
  THEIR OWN PREPARATION OR AS PROVIDED
  •	 THE PLAYERS EXPLORE THE WORLD THROUGH THEIR 
  CHARACTERS, ASKING QUESTIONS AND SAYING WHAT 
  THEY DO
  •	 THE REFEREE ANIMATES THE WORLD AS THE PLAYERS 
  INTERACT WITH IT, SAYING WHAT HAPPENS (BY THE 
  ESTABLISHED RULES, OR, MORE OFTEN, BY THEIR 
  OWN JUDGEMENT)
   
  THE REFEREE 
  YOU HAVE A BIG JOB; YOUR RESULTS WILL DEPEND 
  MORE ON YOUR OWN JUDGEMENT AND IMAGINATION THAN 
  ON ANYTHING THIS TEXT CAN PROVIDE.      WHEN THE 
  TEXT OFFERS NO CLEAR ANSWERS, IT IS YOUR JOB TO 
  MAKE THEM UP, AND TO WIN THE TRUST OF YOUR PLAYERS 
  SUCH THAT WHAT YOU MAKE UP CAN BE BELIEVED. I FEAR 
  THERE IS NO WAY TO RELIEVE YOU OF THIS BURDEN; YOUR 
  ROLE AS A THOUGHTFUL ARBITER IS WHAT MAKES THIS 
  TYPE OF PLAY WORTHWHILE, BUT IT REQUIRES SKILL AND 
  PRACTICE.
  STATS AND ROLLS
  CHARACTERS HAVE THREE ABILITY SCORES:
  STR USED FOR POWER, ATHLETICISM, TOUGHNESS
  DEX USED FOR QUICKNESS, STEALTH, PRECISION
  WIL USED FOR CHARISMA, INTELLECT, MAGIC
  WHEN AN ABILITY IS TESTED, THE REFEREE CAN CALL 
  FOR A SAVING THROW (AKA “SAVE”): THE PLAYER 
  MUST ROLL A D20 EQUAL TO OR UNDER THEIR CHARACTER’S 
  ABILITY SCORE TO PASS.
  ADVANCED THROWS (OPTIONAL)
   
  »
  IF THE SITUATION GIVES YOU ADVANTAGE, ROLL 
  TWICE AND TAKE THE BEST RESULT
   
  »
  IF YOU ARE AT SOME DISADVANTAGE, INSTEAD ROLL 
  TWICE AND TAKE THE WORST RESULT
   
  »
  FOR COMPLICATED SHIT, ROLL TWICE; IF BOTH 
  SUCCEED, YOU GET ALL OR MOST OF WHAT YOU WANT. 
  IF ONLY ONE SUCCEEDS, YOU GET PART OF WHAT YOU 
  WANT, OR THE REFEREE MAY SPECIFY SOME COST OR 
  CONSEQUENCE. IF NEITHER ROLL SUCCEEDS, EXPECT 
  THE WORST
   
  »
  TO ADUST FOR DIFFICULTY, THE REFEREE MAY IMPOSE 
  A PENALTY TO THE ABILITY SCORE FOR THE PURPOSES 
  OF THE THROW:
  •	
  TRIVIAL:+2 
  •	
  DIFFICULT:-2 
  •	
  LEGENDARY:-5 
  •	
  UNPRECEDENTED:-10
   
  »
  FOR CONTESTS BETWEEN CHARACTERS, EACH ROLLS A 
  D10 AND ADDS THEIR ABILITY SCORE; THE CHARACTER 
  WITH THE HIGHER TOTAL WINS THE CONTEST
  NON-COMBAT ACTIONS
  EXPLORE (MINUTES)
   
  »
  THE BASIC MODE OF PLAY; INVESTIGATE YOUR 
  SURROUNDINGS IN DETAIL, ASK QUESTIONS, SAY WHAT 
  YOU DO
  SHORT REST (1 HOUR)
   
  »
  RESTORE ALL HP
  TEND ARMOR (1 HOUR)
   
  »
  RESTORE ALL AP
  FULL REST (1 DAY)
   
  »
  RESTORE ALL HP, AP AND ABILITY SCORES
  LONG REST (1 WEEK)
   
  »
  RESTORE ALL HP, AP, ABILITY SCORES AND INJURIES
  SKILL TRAINING (WEEKS)
   
  »
  LEARN A SKILL OR POWER FROM ANOTHER CREATURE, 
  IF YOU CAN CONVINCE THEM TO TEACH YOU; THE 
  REFEREE MUST SET APPROPRIATE TRAINING TIME AND 
  REQUIREMENTS.
  PROJECT (WEEKS)
   
  »
  UNDERTAKE SOME MORE COMPLICATED OR PARTICULAR 
  PLAN. SAY WHAT YOU HOPE TO ACCOMPLISH; THE 
  REFEREE MAY SET ANY NUMBER OF REQUIREMENTS AS 
  APPROPRIATE (RESOURCES, TIME, LABOR, EXPERTISE, 
  OR OTHERWISE)
  WHEN TIME PASSES, ROLL FOR EVENTS:  
  WEEKS: D4 | DAYS: D10 | HOURS: D20 | MINUTES: D6+3
  1. NEW OR ESCALATING THREAT
  2. USEFUL DISCOVERY, ABANDONED
  3. EXTREME WEATHER 
  4. USEFUL DISCOVERY, UNDER GUARD
  5. WANDERING ENCOUNTER
  6+ FORESHADOWING OF ONE OF THE ABOVE
  
  BETWEEN TURNS,  
  YOU CAN TAKE ONE REACTION:
   
  »
  EVADE! -HALF DAMAGE FROM AN ATTACK; PASS A DEX 
  SAVE TO CHOOSE ONE:
  •	
  YOU MAINTAIN YOUR POSITION 
  (OTHERWISE, YOU’RE KNOCKED DOWN OR DRIVEN 
  BACK)
  •	
  +1 REACTION THIS TURN
   
  »
  BLOCK! (REQUIRES A SHIELD) 
  AVOID ALL DAMAGE FROM AN ATTACK; PASS A STR 
  SAVE TO CHOOSE ONE:
  •	
  YOUR SHIELD IS NOT DESTROYED
  •	
  +1 REACTION THIS TURN
   
  »
  ESCAPE! DEX, STR OR WIL SAVE; FREE YOURSELF 
  FROM A GRAPPLE, ENTANGLEMENT, ENCHANTMENT OR 
  OTHER ONGOING EFFECT
   
  »
  COUNTER! MUST BE DECLARED BEFORE DAMAGE IS 
  ROLLED; YOU TAKE +D6 DAMAGE FROM AN ATTACK. ON 
  YOUR NEXT TURN, ADD +D8 TO YOUR DAMAGE ROLLS 
  AGAINST THE ATTACKER
   
  »
  INTERCEPT! MUST BE DECLARED BEFORE DAMAGE IS 
  ROLLED; BLOCK SOMEONE’S MOVEMENT OR REDIRECT AN 
  BATTLE 
  WHEN PRIORITY OF ACTION IS CONTESTED, CHARACTERS 
  ACT IN TURN ORDER, STARTING WITH THE HIGHEST DEX.
  ADVANCED INITIATIVE 
   
  »
  SPEND HP TO RAISE YOUR DEX FOR THE PURPOSE OF 
  TURN ORDER (1-FOR-1)
  QUICKFIRE ROUND 
  BEFORE THE START OF THE FIRST TURN, EACH CHARACTER 
  WITH A WEAPON IN HAND CAN MAKE A FREE ATTACK 
  AGAINST ANYONE IN RANGE.
  DURING YOUR TURN, 
  MOVE UP TO 30 FEET*, AND TAKE ONE ACTION:
   
  »
  ATTACK INFLICTS DAMAGE PER YOUR WEAPON
   
  »
  MISC ACTION ANYTHING ELSE YOU MIGHT WANT TO DO 
  WITH ABOUT 10 SECONDS*
  ADVANCED ACTIONS
   
  »
  CALLED SHOT! DEX SAVE TO HIT SPECIFIC ANATOMY; 
  IF YOUR DAMAGE EXCEEDS HALF THE TARGET’S STR, 
  THEY MUST PASS A SAVE TO AVOID INJURY
   
  »
  FEINT... INFLICTS 1 DAMAGE; IF YOU PASS A WIL 
  SAVE, THE NEXT ATTACK ON THE TARGET INFLICTS 
  MAXIMUM DAMAGE
   
  »
  GRAPPLE! STR SAVE TO INITIATE OR SEIZE CONTROL 
  OF A GRAPPLE
  •	
  SACRIFICE YOUR MOVE OR ACTION EACH TURN TO 
  MAINTAIN
  •	
  GRAPPLED CREATURES CAN’T MOVE OR USE LARGE 
  WEAPONS, AND DAMAGE ROLLS AGAINST THEM HAVE 
  ADVANTAGE
   
  »
  TAUNT! D4 WIL DAMAGE TO AN ANGRY OR 
  UNDISCIPLINED CREATURE; TARGET MUST PASS A WIL 
  SAVE OR ATTACK YOU ON THEIR NEXT TURN
   
  »
  ROUTE! D4 WIL DAMAGE TO A FEARFUL OR INJURED 
  CREATURE; TARGET MUST PASS A WIL SAVE OR 
  RETREAT OR SURRENDER ON THEIR NEXT TURN
   
  »
  RALLY! ALLIES WHO CAN HEAR YOU MAY MAKE A FREE 
  WIL SAVE TO SHAKE OFF FEAR OR ENCHANTMENT; THEY 
  CAN USE YOUR WIL IN PLACE OF THEIR OWN THIS 
  TURN
   
  »
  FULL DEFENSE. +1 REACTION AND +D6 HP THIS TURN
  INJURY AND DEATH
  HIT POINTS (HP)
   
  »
  SPEND HP TO PREVENT ANY TYPE OF DAMAGE, 
  1-FOR-1
   
  »
  ARMOR POINTS (AP) ACT LIKE EXTRA HP; SPEND AP 
  TO PREVENT DAMAGE WHEN YOUR ARMOR IS RELEVANT
   
  »
  AFTER SPENDING HP, REMAINING DAMAGE IS APPLIED 
  TO YOUR STR SCORE. WHEN YOU TAKE STR DAMAGE, 
  PASS A SAVE OR A RANDOM BODY PART BECOMES 
  INJURED. IF IT’S ALREADY INJURED, IT BECOMES 
  LOST. IF IT’S ALREADY LOST, YOU DIE.
  BODY PARTS
  1. ARM
  2. LEG
  3. GUTS
  4. FACE
  5. EYES
  6. BRAIN
  WHEN AN INJURY GETS IN THE WAY, ROLL WITH 
  DISADVANTAGE.
  UNNAMED CHARACTERS WHO SUFFER STR DAMAGE MUST 
  INSTEAD SAVE OR DIE.
  DEX AND WIL DAMAGE
   
  »
  CERTAIN ATTACKS MIGHT DAMAGE DEX OR WIL, 
  RATHER THAN STR; YOU CAN SPEND HP TO PREVENT 
  THIS DAMAGE AS NORMAL
   
  »
  WHEN DEX IS DAMAGED, PASS A SAVE OR LOSE YOUR 
  NEXT REACTION
   
  »
  WHEN WIL IS DAMAGED, PASS A SAVE OR   LOSE 
  YOUR NEXT ACTION
  
  EXTRA RULES
  SPEED 
  HUMAN-SIZED CREATURES ARE SPEED 1;  
  HORSES AND OTHER LARGE QUADRUPEDS ARE SPEED 2. 
  MAXIMUM MOVE DISTANCE IN BATTLE IS [SPEED X DEX] 
  YARDS PER TURN. 
  MAXIMUM MANEUVERING SPEED IS [SPEED X DEX] MILES 
  PER HOUR. 
  MAXIMUM TRAVEL SPEED IS [SPEED X 100] MILES PER 
  DAY.
  DEPRIVATION 
   
  »
  D6 DAMAGE EACH WEEK WITHOUT FOOD
   
  »
  D6 DAMAGE EACH DAY WITHOUT SLEEP
   
  »
  D6 DAMAGE EACH MINUTE WITHOUT AIR
  •	
  HOLD YOUR BREATH FOR [STR/2] MINUTES
  •	
  MINUTES REDUCED TO TURNS UNDER EXERTION
  YOU CAN’T REST WHILE DEPRIVED. WHEN YOU TAKE 
  DEPRIVATION DAMAGE TO YOUR STR, SAVE OR PASS OUT. 
  IF YOU’RE ALREADY PASSED OUT, YOU DIE.
  DEFAULTS AND ASSUMPTIONS 
  WHERE THE TEXT AND THE REFEREE’S JUDGEMENT DON’T 
  SPECIFY, 
  THE DEFAULT ABILITY SCORE IS 10  
  THE DEFAULT HP IS D10 
  THE DEFAULT DAMAGE FOR AN ATTACK OR HAZARD IS D6 
  THE DEFAULT WEIGHT OR VALUE OF AN ITEM IS 1
  QUICK CHARACTERS 
  ROLL 3D6 FIVE TIMES AND ASSIGN TO STR, DEX, WIL, HP 
  AND STARTING GEMS. BACKGROUNDS COST 5 GEMS AND GIVE 
  ADVANTAGE ON RELATED ROLLS:
   
  »
  WEAPON TRAINING (CHOOSE A WEAPON TYPE)
   
  »
  SKILLED TRADE: COOKING, CARPENTRY, MASONRY, 
  PORTRAITURE, ALCHEMY, FUSION ENGINEERING, 
  SAILING, RUNECARVING, PLUMBING, GRIFTING, 
  THIEVERY, CODING, MACHINING, OR OTHERWISE
   
  »
  ADVANCED DEGREE (CHOOSE A SUBJECT AREA)
   
  »
  RAISED BY WOLVES
  EQUIPMENT
  GEMS ARE THE COMMON CURRENCY OF THE INNER WORLDS;  
   
  COMMON COSTS 
  BASIC TOOLS: 1 GEM 
  SPECIALIST TOOLS: 3 GEMS 
  TRAVEL RATIONS: 1 GEM PER WEEK 
  FINE FOOD: 1 GEM PER DAY 
  MEAGER LODGING: 1 GEM PER WEEK 
  FINE LODGING: 1 GEM PER DAY 
  UNSKILLED WORK: 1 GEM PER WEEK 
  SKILLED WORK: 1 GEM PER DAY
   
  ENCUMBRANCE 
  YOU CAN WEAR OR CARRY WEIGHT UP TO YOUR STR.  
   
  DURABILITY AND AMMO 
  WHEN YOU ROLL MAXIMUM DAMAGE WITH A WEAPON, SPEND 
  ONE DURABILITY OR THE WEAPON BREAKS.  
  CHARGES AND AMMO WORK THE SAME WAY, EXCEPT THAT:
  •	
  CHARGE WEAPONS EXPLODE INSTEAD OF BREAKING 
  (D10, 10FT. RADIUS) 
  •	
  AMMO WEAPONS WITH 0 AMMO CAN’T BE FIRED
  MOST WEAPONS HAVE 3 DURABILITY/CHARGES/AMMO
  ADVANCEMENT
  THERE ARE NO EXPERIENCE POINTS OR LEVELS. 
  CHARACTERS BECOME MORE POWERFUL BY ACQUIRING LOOT 
  AND LEARNING NEW SKILLS AND POWERS FROM NPCS.
  PERMANENT STAT INCREASES COME FROM CONSUMABLE 
  POWER-UPS:
  COMMON: D4 | ARCANE: D3+3 | WILD: D6
  1
  CHOCOLATES: +5 MAX HP
  2
  MIGHT UP: +1 STR
  3
  SPEED UP: +1 DEX
  4
  MAGIC UP: +1 WIL
  5
  VAMPIRE BLOOD: GAIN ONE PSYCHIC POWER; ONCE 
  YOU’VE TAKEN THIS DARK SACREMENT, ONLY 
  VAMPIRE BLOOD AND CHOCOLATES ARE EFFECTIVE 
  AS POWER-UPS FOR YOU
  6
  INFESTED EGG: GAIN ONE MUTATION
  
SOURCE: textdata/thevault/Silent Titans/Super Blood Harvest/DIRK RULES-Print-blank.pdf