an action-forward, quick-build TTRPG

by Daniel Sutter

Use this free Character Keeper 


OVERVIEW

You play as mercenaries in a fallen kingdom, taking violent jobs from cloaked figures. You've done it all before… break a man out of prison, hunt down a roving werewolf, assassinate a traveling dignitary.

But now you have to trust your instincts and find your own conscious.

Sometimes the most dangerous jobs are the ones you turn down.


GROUND RULES

The Golden Rule

This is a game; it's meant to be fun. If anybody stops having fun, take a break and reassess.

The Silver Rule

Everything can be killed by a spear. The reality of Bastards is concrete and utterly knowable. Monsters have major organs and loppable necks. Even ghosts—called Albretz—have corporeal, though invisible, forms.

The characters are Hammers in a land of Nails.

The Copper Rule

Your characters are at least as intelligent as the most intelligent player at the table. (The GM is a player, too!)

In a world where monsters are real, children would be taught about silver daggers and wooden stakes before they learn to tie their shoes.

Genre, Tone, and Comfort

Before each session, the GM and players should have a discussion about their story's genre and tone.

In a grimdark tale full of literal and figurative monsters, scenes can quickly slide from action/suspence into horror. The GM should be mindful of common phobias (spiders, snakes, body horror, etc) and topics (harm to animals and children, genocide, imprisonment) that can make players uncomfortable. If the GM is planning an encounter with a giant spider, it's worth the minor spoiler to say so before the session begins.


CORE SYSTEM

D6 Dice Pool

When your character does anything risky, you will roll between one and four six-sided dice (d6). Any time you roll the dice, we call that a check or contest. 

Each individual die has a 50% chance of rolling a Hit.

 HIT                 MISS
1 2 3                4 5 6

When rolling more than one die, it's possible to score multiple Hits in one check.

If you roll zero Hits, the check fails and the character takes Penalties.

Stats

Each character has six primary stats called Actions. The six Actions are grouped in pairs and each pair corresponds to a Reaction.

Players can declare at anytime that they are taking an Action.

If the Game Master (GM) wants to throw something at your character, or if your character leaps into danger, the GM will have you roll a Reaction.

Actions

The six Actions represent a much broader swath of possible abilities. Related verbs are listed with each Action. As an example, the muscle groups and level of fitness required to Run would also be engaged to Swim.

Action Score

During charcter creation, you'll allocate a fixed number of points (typically ten) to the Action scores. One point equals one die. If you allocate three points to Run, then every time your character Runs, Hustles, Sprints, Swims, etc, they'll roll three dice.

Rolling four dice on a check has a 94% chance of at least one Hit. You will never roll more than four dice.

PROBABILITY
50%                75%                88%                94%
one die        two dice        three dice        four dice

Reactions

These corresponding figures are called derived stats. You cannot change them directly.

The GM has final say, but you're encouraged to play towards your character's strengths. If you're asked to roll Block, but your Dodge score is better, you can ask to roll Dodge instead. The GM will allow it or explain why this check requires a Block.

Readied Reaction

You can "Ready a Reaction" when you anticipate danger. When you roll your next Reaction check, add one die (+1D) to the dice pool.

NOTE TO PLAYERS

You can never roll more than four dice. If your Reaction score is already 4 or higher, there's no mechanical benefit to Readying a Reaction.

Penalties

Everything you do has a consequence. If you want to take an Action that has no risk of failure or that has no consequence to the failure, don't roll.

When a check fails, the character suffers a penalty. The GM determines if the failure results in a Bruise or an Alarm.

NOTE TO GM

Keep the Penalties abstract. Perhaps the characters are not aware of the Alarms they're setting off. The Players of course will be aware of their Alarm total and this should influence the fiction.
Consider this player awareness as a representation of character intuition; e.g. hairs standing up on the backs of their necks, an empty feeling in their stomachs, lurking paranoia, noticing smirks in the crowd, etc.

Reaction Reduction

Every 3 Bruises lowers your Dodge and Block by 1.

Every 3 Alarms reduces your Redirect by 1.

The most dice you'll ever roll at once is 4. If your Run score is 3 and your Leap score is 3, then your Dodge score will be 6. You wouldn't feel the effects of Reaction Reduction until you suffer 9 Bruises.

Boosts

A Boost grants +1 Hit on any check. A player character can take a Boost after the roll.

Each player character begins each session with 4 Boosts. To replenish: 1 Boost takes 1 hour to forage or a successful Barter check at market.

Stash

Your characters are professional adventurers, you do not need to keep an inventory of what they carry. If it's reasonable to assume they have it, they do.

The Stash represents flexibility in the reasonableness. Once per session, each player character can declare that they have a Stash nearby and introduce a basic equipment kit or one unusual item.

SAMPLE KIT

You will be staying out in the woods. You have a Stash nearby with a tent, skillet, and bedrolls equal to your party number.

SAMPLE UNUSUAL ITEM

You discover that Lord Withers is a werewolf. You have a Stash nearby with silver-tipped quarrels and an old crossbow.

While not exactly hammerspace, the Stash is designed to be generous towards the players. The primary goal is to alleviate prep stress. Your character has supplies hidden all over the place.

It also solves for grave misfortune. If a player is washed over a waterfall and loses all of their gear, they could use their Stash to re-equip their basic kit.

An acceptable stretch of the rule: A character locked in prison may use their Stash to say, "I'm sure somebody's hidden a crowbaw in here."

An unacceptable stretch of the rule: A queen's offered a reward for the return of her prized amethyst. A player would not be able to use their Stash to say that they have that very amethyst.


COMBAT

The GM will announce when you "enter combat." The GM will announce the start of each combat round by number. The players will declare their Actions and roll simultaenously. Turn order is determined by the dice. After all the players have attacked, the remaining enemies attack. To defend, each player rolls a Reaction.

Turn Order

Use only when precise turn order is absolutely necessary to the story

There are three seconds in each combat round. Hits land on the second equal to their die result.

        0.01        ⚀
        0.02        ⚁
        0.03        ⚂
        too slow        ⚃ ⚄ ⚅

Enemy Hit Points

Non-Monster enemies are called Goons. Goons attack in groups. Each group of Goons has a Boss, invariably the last Goon standing.

Each individual Goon has Hit Points (HP) equal to the Round Number. Goon HP reset at the start of each Round.

The Boss has HP equal to the original size of the group. Boss HP reset only when there's a pause in combat.

Groups of Goons vary betwen 2–6 in number. No matter how massive the infantry, the GM will break down enemies in groups no larger than 6.

EXAMPLE GOON HP

On the first round, a character rolling four dice can drop four Goons by rolling four Hits. In the second round, rolling four Hits will only drop two Goons.

Monsters

Monsters attack alone. Their HP reset when they're able to flee. Injured Monsters flee on any Round where they suffer no Hits.

SAMPLE MONSTERS

        Golem         12 HP

        Werewolf        10 HP

        Vampire        8 HP

        Troll        6 HP

        Ghost        4 HP

Exceptions will arrise. Skeletons and Zombies, for instance, are Monsters who typically swarm in groups and will never flee.

Fifth Round Reset

After the fourth round, any surviving Goons flee. If only a Boss remains, they parlay. If the parlay fails and combat resumes, their HP reset and combat begins again at round one.

After the fourth round, a Monster can choose to flee or parlay. Regardless, at the fifth round, the Monster resets their HP.

Injury

Hand-to-hand combat is exhausting, tedious, and deadly.

After all player characters attack, the remaining enemies attack. If your player character is being targeted, you must roll a Reaction to Block or Dodge it. You only roll one Reaction against the sum of damage aimed at you.

Goons deal damage equal to the round number. Up to four Goons can attack one player. In the fourth round of combat, it's possible that one player character would be Dodging or Blocking 16 Bruises

If your character is not being attacked, you do not need to roll a Reaction.

PLAYER INJURY
Bruises suffered = (Round number x Attackers) minus Reaction Hits 

EXAMPLE GOON FIGHT

A group of 4 Goons attack you. You roll 2 Hits, which drops 2 Goons. 2 Goons remain, each threatening 1 Bruise. You roll Reaction and get 1 Hit. You suffer 1 Bruise.

On round 2, you roll 3 Hits, good enough to take down 1 but not both of the Goons. You roll Reaction against Bruises. You get 1 Hit, so you take 1 Bruise.

On round 3, the final Goon is now the Boss, with 4 HP (original group size). You roll 3 Hits and decide to take a Boost for an additional Hit. The Boss drops.


CHARACTER CREATION

Archetype

Select an Archetype to establish your character's expertise. The Archetypes endow a unique Action score.

HUNTER — Ranger        HUNTER — Slayer

RUN        ▣         RUN        

LEAP        ▣         LEAP        

STRIKE                STRIKE        ▣

HEAVE                HEAVE        ▣ ▣

AIM        ▣ ▣        AIM        ▣

SPEAK                SPEAK        

WARRIOR — Cavalier        WARRIOR — Prizefighter

RUN                RUN        

LEAP                LEAP        ▣

STRIKE        ▣         STRIKE        ▣ ▣

HEAVE        ▣         HEAVE        ▣

AIM                AIM

SPEAK        ▣ ▣        SPEAK        

ROGUE — Burglar        ROGUE — Assassin

RUN        ▣ ▣        RUN        ▣

LEAP                LEAP        ▣ ▣

STRIKE                STRIKE        

HEAVE                HEAVE        

AIM        ▣        AIM        

SPEAK        ▣        SPEAK        ▣

SCHOLAR — Bard        SCHOLAR — Alchemist

RUN                RUN        

LEAP                LEAP

STRIKE                STRIKE

HEAVE                HEAVE

AIM        ▣         AIM        ▣ ▣

SPEAK        ▣ ▣        SPEAK        ▣

Gear

You build your character by selecting their Gear.

When you select Primary Weapon, Offhand Weapon, Backup Gear, and Costume, your selections provide Action scores.

If  you lose your weapon, you don't lose your Stats. The Stats represent the type of person who's capable of wielding those weapons.

If you pick up a new weapon, you can choose to change your Stats if this new weapon will become your everyday carry.

If you're using a two-handed weapon (‡), you must select that weapon for your Offhand as well. If you're using a hand-and-a-half weapon (†), you have the option of wielding a separate Offhand Weapon.

PRIMARY WEAPON

Bastard Sword †            Strike        Heave        Zweihander ‡           Strike            Heave

Polearm ‡            Strike            Heave        Spear ‡            Strike            Leap        

Quarter Staff ‡            Strike            Run        Longbow ‡            Aim            Heave

Shortbow ‡            Aim            Leap        Crossbow †            Aim            Run

Butterfly Sword            Strike            Heave        Shillelagh †            Strike            Heave

Cane †            Strike            Run        Great Axe ‡            Strike            Heave

Bearded Axe †            Strike            Heave        Longsword            Strike            Leap

Backsword            Strike            Heave        Dueling Sword            Strike            Leap

Curved Sabre            Strike            Leap        Hacking Blade            Strike            Heave

Warhammer            Strike            Heave        Steel Mace            Strike            Heave

Steel Flail            Strike            Heave        None            Run        Leap

OFFHAND WEAPONS

Bastard Sword †            Strike        Zweihander ‡            Heave

Polearm ‡            Strike        Spear ‡            Strike

Quarter Staff ‡            Strike        Longbow ‡            Aim        

Shortbow ‡            Aim        Crossbow †            Aim        

Butterfly Sword            Strike        Shillelagh †            Strike        

Cane †            Strike        Great Axe ‡            Heave        

Bearded Axe †            Strike        Kite Shield            Heave        

Heater Shield            Heave        Tower Shield            Heave        

Round Shield            Heave        Buckler            Heave        

Side Sword            Strike        Parrying Dagger            Strike        

Swordbreaker            Heave        Sai            Strike        

Pugio            Strike        Gladius            Strike        

Katzbalger            Strike        Dirk            Strike        

Rondel Dagger            Strike        Punching Dagger            Strike        

Hand Axe            Strike        Kukri            Strike        

Club            Heave        Flail            Heave        

Nunchaku            Strike        Whip            Strike        

Net            Heave        Throwing Stars            Aim        

Throwing Daggers            Aim        Throwing Axe            Heave        

Boomerang            Aim        Cane            Strike        

Bear Claw            Strike        Grappling Hook            Leap        

None            Leap        

Physique

Either roll a die or select a Physique.

Status

Those in power throughout the  world of Half-Handed Bastards are obsessed with their status, which unfortunately means that everybody else is, too.

Roll or select your Status.

  1. Noble — You're the bastard of some count, baron, or landowner
  2. Army — Whatever you were before you were a soldier doesn't matter now
  3. Drone — A clerk, scullion, chapman, farmer, barkeep, courier, etc
  4. Crook — Once a crook, always a crook, pal  
  5. Trash — Poverty and bad luck have revealed the truth of the world
  6. Freak — Devout iconoclast, libertine, and/or rebel

Advancement

After each job, each player adds +1 Action score at will.


SETTING

A Most Complicated Peace

After a tumultuous civil war, the Kingdom of Murno has been invaded, its armies enslaved, its land divided, its people forsaken.

The worry began with the sudden death of Prince Edelbret the Lionheart; bitten by an asp while on a boar hunt. The king's daughters warred for supremacy as Old King Hollern ailed. Gere Starzingen and his brother Walfrip, supported by the Counts Palantine, overthrew and executed the Venorvowen princesses.

Adjacent kingdoms stretched their borders, trimming away the riches of the once-dominant Murno. Only a dozen cities remain in the narrow kingdom, now ruled by a Triumvirate, all titled kings.

Disputed Borderlands

Murno's borders seem to be vanishing.

West of the Ghant River lies Fromach — sworn enemies of Murno no matter who's in charge.

To the north, where the Ghant meets the the Lower Vonnar, the free city of Anzol — ruled ineffectively by a patchwork of trade agreements, treaties, and ancient grudges. The Anzolites are fiercely patriotic when threated from without but can't agree on anything. Anzol has never been invaded.

To the northeast, the hillands of Prastia — a vast empire distracted by internal conflicts. Prastian leadership grants Duchess Tanziaxl full autonomy over the Murno border.

To the southwest, Lurian — a theocratic kingdom with an ancient dynasty desperate to rid the world of the heretical Murnoans. The Holy King is bitterly despised by the scholars of Nilthorn, the warriors of Margrest, and the small towns of Thrabe and Nabbold. Southwestern Murnoans considered themselves in a cold war with The Holy King.

To the southeast, Arzena — the recently decided civil war's left the land haunted. Clan Doneen ruled northern Arzena for nearly a century until of Arzena outlawed "hill music" and began arresting any folks carrying horns. Doneen shepherds and tribe elders who carry ceremonial horns were targeted specifically.  

Map

Triumvirate

King Gere the Rotten of House Starzingen

        SEAT

Carydon, a wealthy town with a fabulously protected keep

        TEMPER

lusts for war, ineffective at garnering support, favors his military advisors with lavish gifts

        TROUBLES

over-reliant on trade with the free city of Anzol, despised by the locals, incapable of controlling his four sons, allowed the Church to subsume the old library, sends criminals into military service in the hills, recently hanged a Thrabian zealot, the riverlands are lousy with werewolves, three assassins caught in the last two months and no trace of who keeps sending them, gangrenous

King Walfrip, the King of Lime, of House Starzingen

        SEAT

Wentzmor, a mining town on the side of a dead volcano with an elaborate dungeon

        TEMPER

prefers silence, tends to avoid local matters, paranoid of overthrow by the Counts Palantine, collects dissidents in his dungeon

        TROUBLES

owes a great debt to the miners union, is hostile towards the Taftan        League, rivals bitterly with his brother through messengers, at least one of his advisors is a vampire, a few of his prisoners are Yazakir, thinks of Karulus and all Palantines as unworthy leeches, insomniac

Margrave "King" Karulus the Tame, first Margrave of the Counts Palantine

        SEAT

Edgmont, a wealthy city known for its vibrant culture

        TEMPER

wants to be loved by the locals, denies any wrongdoing in the coup, hates the Starzingen Kings and their awful children,

        TROUBLES

in love with Gulla of House Marfrey, sided with the Yoke & Plough union over the Taftan League in a recent dispute, tends to ignore suggestions from his Palantine peers now that he's a king, has outlawed preaching in public, inadvertently permitted the beheading of a wizard from Gladhurst, levied prohibitive tariffs on all Ripflarian traders, early stages of glaucoma

Worrisome Factions

INSTITUTIONS

1.1 The Counts Palantine — cousins, friends, and syncophants to House Starzingen — the highest of them is Margrave Karulus, one of the Triumvirate

1.2 The Taftan League — enormously wealthy merchant council with contracts all across Murno

1.3 Rathfard University — the Edgmont Scholars are quite powerful — Sulzur College Rathfard houses Rhaemac the Curious and Fidallo Dreamsong, exceptionally popular orators

1.4 The Church of Absolute Mercy — an obnoxiously powerful order of mendicants whose influence has only just begun to slip

1.5 The Notary General — a lucrative and influential business in a land of constantly changing titles

1.6 Gladhurst Academy — Secretive school of magic, run by Magus Pryneum

GUILDS

2.1 The Purse & String — tax collectors, most likely unofficial, incorrigible in their duty

2.2 The Yoke & Plough — rallied union of farmers protecting themselves against the wars and unfair taxes

2.3 The Torch & Hammer — Guild of smiths and miners, who are owed great debts for aiding the Starzingen invasion

2.4 The Stone & Square — masons, deeply connected to every town

2.5 The Hoof & Fin — game wardens, the first to warn of war and Monsters

2.6 The Stitch & Cleaver — hospitallers, they keep what they remove

CULTS

3.1 The Spear of Thrabia — Thrabe, once the seat of power in the region (called Thrabia) before House Venorvowen's invasion three hundred years ago

3.2 The Lionheart Alliance — A secret society of Venorvowen loyalists and Starzingen-foe who continually try to install Venorvowen's grandchildren on the throne

3.3 The Order of the Hārbrog — A monastic sect of assassins with the singular goal of destroying all royalty

3.4 The Cult of the Illuminated Man — Librarians, control freaks

3.5 Owl Creek Abbey — Just outside Nilthorn, mute parsons tend fruitless orchards... Don't drink the wine

3.6 The Midnight Parish — a roving order of nocturnal clergy with fiercely loyal vassals

GANGS

4.1 The Ripflarian Gangs — Riverfolk, claim to be of No Land

4.2 Canny Gulch Brigands — Unexpectedly organized and principled road agents who hide in the gulch between Ohlzer and Kolth

4.3 The Yazakir — Elite Arzenan soldiers hunting for Doneen leaders hiding throughout the Murnoan Lowlands

4.4 The Baileymen — southern gang infamous for getting folks in and out of Wentzmor dungeon

4.5 The Wooly Draggles — former shepherds who've lost their flocks to Monsters

4.6 Scuzzhounds — gravediggers and hawkers of fine jewelry

LEADERS

5.1 Ilgranto Golal — the child-prince of Holy King Lurian, awaiting his father's death to mount an invasion of Nilthorn

5.2 Massierto — A famous painter and rebel leader imprisoned in the Wentzmor dungeon

5.3 Rhuhau Starzingen — wife of King Gere's third son Braer, on the hunt for the Venorvowen family jewels

5.4 Fyneus Louffmir — rumored to craft golems out of his pottery shop

5.5 Sorvan the Bright — roaming shaman, speaks to ghosts

5.6 Alona Swaundlow — badly kept secret that she's trying to usurp the Taftan League

HOUSES

6.1 House Rosch — Wealthy landowners, they own the land the sheep graze

6.2 House Swaundlow — Textilers, they own the sheep that graze the land

6.3 House Boolkeren  — Fortunate prospectors, owners of the once-lucrative Cormuek silver mine

6.4 House Mofrey — exiled Fromach aristocrats ravenous for power

6.5 House Tanziaxl — Duchess Tanziaxl of Prastia successfully annexed Kolth last year without a blade being unsheathed

6.6 Clan Doneen — Refugees from Arzena, losing a ten year war against Archon Valcchus and his Yazakir