Synthetyzing a bit more what I did on The Great Silence entry, with a more sword fantasy approach. I'm also hinting a treasure-based economy (you recover quantities of treasure, and must sell them to re-fill your bag once it's empty)
Roll
2d6 at the start: for
each result, you get +1 on the corresponding stat
(on a 5 or 6 you can choose a stat yourself). When you reach an even
level (2,4,6,8 or 10) you get a +1 on a random stat.
Toughness
(brawling, enduring physical harm, strenght feats)
Dexterity
(shooting, reflexes, anything regarding precision)
Eerieness
(force of will, raw charm, casting spells)
Wisdom
(general knowledge, insight and intuition)
Then
choose your starting class (warrior, wanderer or mystic) and
roll on your table for your starting ability. You start at level 1.
On every odd level (3,5,7 or 9) roll again for an extra ability of
your class. If you get something that you already had, roll in any
other class' table.
WARRIORS
start with their favored weapon and one from the list below:
1.
An ugly scar. +4 HP on every rest.
2.
A battle creed. +2 damage with your favored weapon.
3.
A seizing trance that grants you +2 armor when you fight, but you
risk acting foolishly.
4.
An oath that must be kept. +1 to all endurance rolls.
5.
A missing eye. +2HP every rest, +1 damage with your favored weapon.
6.
A sworn enemy. +2HP every rest, +1 damage with your favored weapon.
WANDERERS
roll for their starting talent. It will let you attempt things that
are restricted to other people, and you can treat any relevant missed
roll like if it was a partial success.
1.
Thievery and stealth. You get a ring of lockpicks or a vial of
poison.
2.
Survival in the wilderness. You get some medicinal herbs or a
faithful pet (choose one)
3.
Potion brewing and medicine. You get a mysterious potion and a
medikit.
4.
Awareness and Insight. You get a harp (cast spells at hearing range)
or any ranged weapon
5.
Acrobacy and stunts. You get a grappling hook or any melee weapon.
6. Tinker and artifactry. You get a bag with your job's tools and a
chosen object you've got is customized (+1 damage, +1 armor or has an
extra utility; but needs resources, daily manteinance or has a side
effect)
WIZARDS
roll for a mystic power. You start with a walking cane (d6 damage two
handed, re-roll a spell roll once a day)
1.
Scry. You can attempt to discern things through yout
divination method (choose one: tarot cards, silent meditation,
watching the wind carry a handful of dust, etc). On a hit, you can
ask up to three questions to your GM (he will answer truthfully). You
can later spend the unasked questions to give +1 to any further roll
(describe how your insights helped you on the task)
2.
Tame. When you create an intimacy channel with a target (by
touching it, locking eyes, meditation or similar) you can attempt to
implant a subtle suggestion, fascinate or learn a secret from it.
This may work also on some objects like locks or candles, or in
forces like fire or the sea.
3.
Ward. You can attempt to lay a temporary protection over
something or someone. It acts as a shield against a chosen danger
(heat, unwanted attention, rain, mind control, intruders, etc) or
gives +1 armor in combat. You must take time writing the symbols to
achieve long-lasting effects.
4.
Mend. When you touch a target and call upon its inner force,
you can attempt to restore 1d6 HP, mitigate an ailment of body or
spirit, or temporarily fix a broken thing.
5.
Call. You know old rituals to summon supernatural and nature
spirits. On a hit, you can ask them to fulfill a simple mission
within their capabilities, do d6 damage, answer a question within
their knowledge or bring you a small object from beyond. On a 7-9,
spirits may ask you for favors themselves, claim a prize or escape
from your control.
6.
Bond. Your totem animal, element or force (describe it!) has
granted you a gift. Choose one between: Shapeshifting into a related
form at will (use eerie on all rolls when in that form); re-roll any
failed combat roll once a day using + eerie (describe how your totem
helped you) or the ability to summon it, with a +1 to it if you
have the Call spell.
You
start with a small bag of silver coins. It should cover cheap
things like a beer, a night at the inn, some ammunition or a candle.
Whenever
you buy a piece of gear (an axe, a bow...), roll 1d6. On a 6 you
can buy it, but if you do, you're out of money and must sell a
treasure to fill your bag again. When you buy expensive gear,
you're out of money on a 5 or a 6. More expensive things may require
you to pay one or more treasures.
WEAPONS
AND ARMOR
fists:
d6-2 damage.
daggers,
slings: d6 damage, easy to conceal.
axe,
bow: d6+1 damage.
longsword:
d6+1 damage, expensive, you can use Toughness or Dexterity.
two
handed sword, polearms, longbow: d6+2 damage.
shield:
+1 armor.
leather:
+1 armor.
chainmail:
+2 armor, expensive.
RESOLUTION
(is the common World of Dungeons/Pbta one, I just like it!)
Whenever you do anything risky, roll 2d6 and add the appropiate
trait.
On
a 12+ you succeed beyond expectation or gain an extra advantage.
In combat, you can also deal double damage or choose a second target.
On
a 10+ you succeed without much effort. In combat, deal damage. If
your attack is specially suited to the situation, you do double
damage.
On
a 7-9, you also suffer a cost or complication.
On
a 6 or less the threat comes true; GM will describe how. If you
survive, you get 1 XP. Every 10 XP you get a new level.
Some
examples of costs, complications and threats:
-suffer
an adequate debility
-GM
introduces a new danger
-expose
yourself or others to danger
-face
a difficult choice
-lose
some equipment
-you
suffer damage (1d6 for common hazards, 2d6 if the threat was overtly
dangerous)
-a
pending threat comes true
You
start the game with 2d6 Hit Points.
Whenever
you rest, you can re-roll your HP: roll 1d6 if you camp in harsh
conditions or 2d6 if you find a confortable place, like an inn. If
your result is lower than your current HP, discard it.
Should
damage take your HP to 0 or below, you can still roll to endure
(When
you must endure,
roll the highest of Toughness and Eerieeness. On
a 10+,
you can ignore your wounds, at least for now. On
a 7-9,
you stand, but suffer a debility or other complication. On
a miss,
you're as fucked as the situation demands)
The
fell types font is taken from http://www.iginomarini.com/