Roll a Character
Fantasy core. Build from the standard rules — or roll one entirely at random.
Build (standard rules)
Choose each step from the core rules — or randomize any (or all) of them.
Optional rule: full random
Every choice rolled — race, class, abilities, the lot.
Animal Companion
A beast bonded by spirit. The tier cannot exceed the character’s level — a druid may go one higher. Others stop at Greater.
Friendly NPC
A useful stranger to drop into any civilized setting.
Encounter Reaction
When the response isn’t obvious. Fantasy Core on 9–10 is neutral, then friendly. The Syndicate cuts a deal.
Hireling
Retainers and men-at-arms. Tap a type, or roll for who walks in.
Monster Morale
Roll on ally-slain triggers. 1d10 ≤ 2 means morale falters.
Monster Harvest
After a great kill. d5 resource type, d10 quality.
Starting Wealth
1d10 × 10 for gp, sp, and cp.
Pull a Monster
102 creatures from Fantasy Monsters. Draws the book’s number appearing and a sample hit-point total.
Encounter Calibrator
Compose an encounter by risk band. Rolls actual creatures from the bestiary.
Skirmish Engagement
10–100 combatants per side. Pick counts, optional modifiers, resolve in one roll.
Enter a Hex
The Worldwide Adventure Generator, one hex at a time. Weather, a feature, maybe a sign, an encounter from the bestiary, a discovery, and the faction clock.
Wildlife
When a forage, a hunt, or a beast-encounter needs a name. Hinterlands quarry — reskin it and it will travel.
River Hex
One stretch of the River Travel Procedure. The current carries you. The complication check is the price.
Dice
Plain rolls. Expression like 1d10, 2d5+1, 1d10-1.
Firearm Wound
Triggered on 3+ damage from a firearm. 1d10.
Healing
Intellect against T6. The Healing page grants +1 for the skill; tick the Core box if the skill should simply succeed. A success restores 1–2 hit points, magic points, and power points.
Forage & Hunt
Time spent in a hex, and whether the country pays out. A full day finds forage for the party and hunts at 1-in-5.
Disease Check
Close of a day in a miasma hex, and the morning after. A natural 1 fails. Camp, smudge, or netting: +1 each, to a maximum of +2.
Shootout
One exchange. Initiative is 1d10 plus Reflex. Cover is a 1-in-2 race. Concealment is +1 on the defender’s roll. Then the wound table, if the shot did 3 or more.
Check Toughness
| T | Difficulty | Examples |
|---|---|---|
T2-5 | Simple | Pull an ally up a ledge · climb a wall with large handholds |
T6-9 | Moderate | Surprise unaware opponents · fight a strong current |
T10-11 | Difficult | Surprise watchful opponents · pick an expertly-crafted lock |
T12-13 | Extreme | Leap a massive chasm · scale a sheer precipice |
T14-15 | Impossible | Pilot a ship in a gale · mount a wild dragon |
Monster Tiers
| T | HP | Notes |
|---|---|---|
T2-5 | 1–5 | Sometimes bonuses, rarely spells |
T6-9 | 6–12 | Bonuses, abilities, sometimes spells |
T10-11 | 10–20 | Often abilities/spells/skills |
T12-13 | 15–30 | Often abilities, spells, or skills |
T14-15 | 20–30+ | Always abilities, spells, or skills |
Conversion: OSR HD 0-2 / D20 CR 0-1 ≈ T2-5; HD 3-5 / CR 2-9 ≈ T6-9; HD 6-8 / CR 10-16 ≈ T10-11; HD 9-11 / CR 17-22 ≈ T12-13; HD 12+ / CR 23-30 ≈ T14-15.
Movement & Wealth
| Speed | Fantasy | Syndicate |
|---|---|---|
| Slow | 20–40 ft | 40–60 ft |
| Moderate | 40–60 ft | 60–80 ft |
| Fast | 60–80 ft | 80–100 ft |
Currency: 1cp = $1 · 1sp = $10 · 1gp = $50.
Feet per combat round ≈ miles per hour × 15. A sprint is triple speed for one round, and nothing else that round. Unencumbered overland travel is 3 mph — one hex in two hours.
Encumbrance
Carry capacity is 20 lb + 10 lb × Power. Up to double is encumbered. Up to triple is heavily encumbered.
Setting · Glacia & The Syndicate
Tools bound to particular tables — Fort Caspar rumors, the Hinterlands cycle, the Mountain Crossing, and the 1960s Syndicate.
Syndicate Criminal
A Player Criminal for The Syndicate (1960s organized crime).
Fort Caspar Rumor
The cavern table, with the truth flagged — or a whisper out of the Black Cells.
Frontier Day
Daily Hinterlands cycle, then — if you like — one regional action, with the modifiers from the Fort.
Mountain Leg
One leg of a crossing. Weather and terrain come off the adventure generator. A careful scout looks harder, and takes longer.
A Soul of the Fort
One of the ten who keep Fort Caspar. The Dreamer’s Call draws from this same list.
Night at the Fort
The Call is 1-in-5. A patrol meets trouble on 1-in-10. A sortie goes out on 1-in-5. Tick the week or the month when those clocks come due.