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.
Syndicate Criminal
A Player Criminal for The Syndicate (1960s organized crime).
Friendly NPC
A useful stranger to drop into any civilized setting.
Encounter Reaction
When a monster, mobster, or rival's response isn't obvious. 1d10.
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.
Rumor
From the Fort Caspar table. Each rumor's truth is flagged for the GM.
Monster Harvest
After a great kill. d5 resource type, d10 quality.
Starting Wealth
1d10 × 10 for gp, sp, and cp.
Pull a Monster
97 creatures from Fantasy Monsters. Filter by tier and habitat; press to draw.
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.
Frontier Day
Daily Hinterlands cycle: rolls for event count, region, and type.
Mountain Leg
One leg of a crossing. Event + outcome rolled; pull weather and terrain from WAG yourself.
Dice
Plain rolls. Expression like 1d10, 2d5+1, 1d10-1.
Firearm Wound
Triggered on 3+ damage from a firearm. 1d10.
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 | Always abilities/spells/skills |
T14-15 | 20–30+ | Always abilities/spells/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.