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O FT A Fantasy Role-Playing Game GnomeOre by Games GnomeOre 10system John Denman Games Sample fileZach& Denman credits Writing & Game Design: Foreword John Denman & Zach Denman Interior Illustrations: Bruno Balixa Graphic Design & Layout: Joe Calkins John Denman John Denman magine you gathered an anthropologist, a NASA shuttle Following a decade of piecemeal solutions and professional Enmanuel "Lema" Martinez engineer, a JPL Rover technician, a psychiatrist, an distractions, the first major system breakthrough for THORN Cover Illustration: Eric Quigley historian, a lawyer, a geneticist, a computer scientist, an came around 1989. One of the original campaigners returned Bruno Balixa Malcolm McClinton Iarchitectural engineer, and a chemist in a room and asked from doctoral research in the South Pacific with a field journal Storn Cook them to create a fantasy role-playing game. What would you containing an overarching scheme that addressed most of Interior Background Art: Carlos "Celurian" Torreblanca get? Knee jerk, probably just a headache. But what if these these criteria. His approach though was so mechanically highbrows were actually 14 or 15 years old at the time they succinct (he had no dice, play-testers, or other paraphernalia) Zsuzsa Fige Matt Bulahao began crafting this ‘masterpiece’? What if these sophomoric that group members initially doubted its viability. Still, the Forrest Imel contrarians were fast friends with no sense of the future, no framework proved sufficiently compelling, and the collective Map of THORN: Keith Curtis reputation, no particular drive or ambition, other than perhaps went all in on its development. This effort produced THORN’s John Denman Pawel Dobosz straight up killing Balrogs? Well, in that case, you just might “OFT10 System”—a play on the word ‘often’ and a reference Ryan Sumo have THORN. to the ubiquitous use of the number 10 in nearly all gaming procedures. “OFT,” for the record, is also an acronym for “Off Dedication... Adam Schmidt As a cloistered campaign, THORN’s roots go back to 1978 and in Fiji Thinking.” THORN, the campaign setting, finally had its This first volume is dedicated to those David Rabbitte early on ran as a bastardized mash-up of west coast FRPGs own set of rules. who have wandered THORN since Jeff Ward that group members felt were suitably the beginning: Michael, Paul, Dana, Rick Hershey anti-Lake Geneva. If you will permit This, of course, was quite some time ago, Claude, Bing, Doreen, John, Scott, Sade a reminiscence, it was the very and one might wonder why THORN is Tom, Patrick, Ray, and the rest of definition of “high entropy” gaming— just being published now. The long and the Wombats. For the lives we have Simon Buckroyd fun as hell, but damn incoherent! the short of it is that decisions were made shared together, and for all your Tadas Sidlaukas Muddled as things were, THORN to keep this game in-house. Far from the help in leading them, there is only Rick Hershey campaigners eventually grew to desire selfish leanings of some secretive cult, the gratitude. Jacqui Davis their own clean system, and three perception was that the world simply didn’t Jason Rainville features figured prominently on their need “yet another” FRPG. After all, why wish list: 1) They wanted characters keep reinventing the wheel—especially Dennis Saputra that they could bring from inception when so many truly innovative games Special Thanks to: Eric Lofgren all the way to demigod status had already come and gone. No, THORN Publisher's Choice: Felipe Gaona without breaking the game. Beyond belonged to these old friends, and their gatherer of great artists; JeShields mythos building, this was a call for collective was making its way just fine. Best DrivethruRPG.com, for supporting the Jorge Colaco pure gonzo role-playing, seriously to keep it that way. scary stuff, unrelenting intensity, old school gamers and the little guys. Linda Jansson and high stakes gaming unfettered by any sense of prosaic Over the years, however, campaigners somehow managed ProFantasy: makers of Campaign Matt Morrow realism. 2) They wanted a far greater variety of characters to to reproduce, and their offspring also came to adventure on Cartographer 3+ Michael Scotta develop—ones that stood out as individuals and stood apart THORN. These miscreants argued, rightly enough, that their Nicole Cardiff from the generic advancement schemes that plagued early elders should be flogged for their overzealous embrace of © Copyright 2020 GnomeOre Games Ramon Lucha FRPGs. This meant more species to play, a wider variety of chaos. They demanded that the game be cleaned up and all skills and attributes, progressive stats, and few if any significant ‘impositions’ formally written down. To appease these demon The GnomeOre Games Logo, OFT10 Ryan Rhodes limitations. 3) They desired a system that was smart and highly , campaigners complied. and while they were at it, rather System Logo, ExpeditionTHORN, Vera Gentinetta explicatory on a wide range of issues, from the crafting of self-indulgently published THORN to boot—not so much to ApexTHORN, & GodlandTHORN Julie Chocasa magic items to the motivations of deities to inculcate worship. sell, mind you, as to archive their experiences, commemorate are trademarks of GnomeOre Games, Wikimedia Commons PDM They also wanted these rationales clear and connected, with their time, and have something shiny to gaze upon. L.L.C. version 1.3 no triviality, no overly retentive rules sets, and nothing so meticulous (or honestly, weird) that it might kill creativity or Even with such limited aspirations, the decision to revamp good old-fashioned archetypal story-telling. All in all, this was THORN initially bothered some of the group’s senior Samplea tall order that took some time tofile realize. members. They felt that this would make their game appear more static and sacrosanct than the lived reality. Indeed, when the idea of publishing the OFT10 system was first raised during a campaign session in 2014, one player quipped, “We have a game system? Jeez, I wish I had known!” Another said, “Who are we to tell anybody what to do? We can’t even order take-out!” And a third, all smiles, asked, “Does this Contents mean we’re going to have a bunch of damn kids running around on our lawn?” This last sentiment, like some demented cockatrice, has come home to roost, as our children are now publishing with us. Chapter 1: What You Bleed to Know Innate Abilities...... 17 THORN at present exists in three volumes: FRPGs: An Irresponsible Introduction...... 07 Drawbacks...... 17 ExpeditionTHORN, which guides early-mid FRPGs: A Wonky Description...... 07 Subspecies/Hybrids...... 17 character development; ApexTHORN that FRPGs: THORNY Issues...... 08 covers advanced-legendary status gaming; and FRPGs: What you need...... 08 Bitling ...... 18 GodlandTHORN which outlines progression into Bocha ...... 18 the immortal realms. All three offer unique sorts Chapter 2: OFT10 Game System Dwarven ...... 19 of challenges (characters, castles, and continua, as Elfin ...... 19 THORN in 100 Words or so...... 09 the locals say), but dovetail well enough. We're also Goblur ...... 20 Game Premise...... 09 working on an "Adventure Atlas" that will introduce Human ...... 20 Rolling Up Characters...... 09 the cultural geography of THORN—this by way of Potoman ...... 21 Statistics...... 10 the quests campaigners have undertaken over the Predazer ...... 21 Advancement on THORN...... 10 years. This should lend focus, perhaps even some Wolven ...... 22 Adventure Rank...... 10 minor purpose, to our effort to describe what is Zinzan ...... 22 really an unimaginably vast and complex setting. Adventure Points...... 11 Difficulty Factor...... 11 If you’re still reading this, the forebears of THORN STAT Skills & Their Acquisition...... 11 Chapter 4: Combat Attack...... 23 wish to thank you. We know this game lacks the Skill Rolls...... 12 Weapons...... 23 elaborations of modern FRPGs. We peruse the new STAT Rolls...... 12 Max Attack...... 26 materials, the thousands of pages of corporately Skill Frequency...... 13 Critical Hits...... 26 produced tomes, and we scarcely recognize them as Sub-skills and Specialization...... 13 Fumbles ...... 26 a relation to our own endeavor. We don’t anticipate Skill Training...... 13 Missile Fire Hazard...... 26 that many of you will wish to play THORN; still, Advanced Skills: ApexTHORN...... 13 Defense...... 26 we thought we’d put the invitation out there, just in Godfavor: The Right to Progress...... 14 Splitting Defense vs. Multiple Foes...... 26 case. We plan to lurk at the conventions with our Persona Reckoning...... 14 Armor & Shields...... 28 kids and run expeditions, so please feel free to join Alignment...... 14 Damage, Unconsciousness, & Death...... 28 in. You get to keep your characters from session to Adventures & Quests on THORN...... 15 Combat Mods to Attack & Defense...... 28 session, build them up, and best of all, earn small Combat Order...... 28 tokens for the effort. The 10 "Tourniquet" Principles...... 15 1) Random Encounters...... 15 Finally, if after adventuring a bit, you would like to 2) Adventure Architecture...... 15 Chapter 5: Movement & Time procure our game, you most certainly can. It’s not 3) Adventure Balance...... 15 Units of Length/Distance on THORN...... 29 that we fancy your money. Campaigners have lived 4) Player-Character Rights...... 16 Parameters for Movement...... 29 and thrived, and known good fortune; and we want 5) ExM Duties...... 16 Spell Ranges and Areas of Effect ...... 29 for very little. No, we’re putting THORN out there in 6) Adventures & Campaigns...... 16 Movement & Encumbrance ...... 29 the hope of raising some coin for charities. Getting 7) Party Jobs...... 16 Units of Time on THORN...... 30 older, we’ve lost enough family and friends to realize 8) Right to Play...... 16 Rates of Travel...... 30 that evils still exist in the world that simply should 9) Reward the Player-Character...... 16 not. We’ll therefore be putting any and all gold 10) Reward Worldbuilding...... 16 Chapter 6: Saving Throws toward their elimination. Character Saving Throws...... 31 Chapter 3: Character Descriptions Magic Resistance...... 32 Vinaka Vakalevu. Character Movement...... 17 Item Saving Throws...... 32 Natural Armor...... 17 Wear and Tear on Weapons & Armor...... 33 Natural Attacks/Body Weaponry...... 17 Breaking Stuff...... 33 Sample file-5- Chapter 7: Skills The Making of a Magical Item...... 132 Acrocraft to Charm...... 35-37 The Rarity and Costs of Magic Items...... 133 Cleric to Iron Will...... 38-39 Judgment to Rending Blow...... 40-41 Magic Items by Type What you Rock Hide to Wizardry...... 42-43 I. Rings & Jewelry...... 133-134 II. Magical Writings: Scrolls & Books...... 134-136 bl Chapter 8: Spells III. Potions and Philters...... 137-138 Learning Spells...... 45 IV. Staves, Wands, & Rods...... 138-140 Spell Books, Sacred Texts, & Other "Manuals"...... 45 V. Magical Apparel...... 140-142 need to Know Spell Casting: Time & Readiness...... 46 VI: Tools of the Trade...... 142-144 X Spell Casting: The Sound & The Flurry...... 46 VII. Magic for Quarters and Keeps...... 144-146 Spell Casting: Wands & Holy Symbols...... 46 VIII. Golems, Statuettes, & Homunculi...... 146-148 1 Spell Casting: Combat & Complications...... 46 IX. Weapons...... 148-151 X. Armor & Shields...... 151-152 Wizardry Spells RPGs: An Irresponsible Introduction The other general problem with introductions of this sort is 1st & 2nd Degree...... 46-48 Charts, Tables, & Lists If you hold ExpeditionTHORN in your hands, it that expository writing on role-playing is about as useful as a 3rd & 4th Degree...... 48-51 ExpeditionTHORN Playable Species...... 09 is highly doubtful that you are completely new to “how to guide” on farting. Oh, you can produce one, but why 5th & 6th Degree...... 51-53 Statistics...... 10 Fgaming. In fact, we would put the odds at 1% or less. Far more bother, when there are so many better ways to apprehend this 7th & 8th Degree...... 53-56 STAT Skills...... 11 likely, you’re a senior and quite expert player with a restless subject. In the first instance, you could simply try stumbling 9th & 10th Degree...... 56-58 Alignment Grid...... 14 disposition and a critical mindset that is so steeped in the lore through a game session or two. In the latter, well, let’s just say Attack...... 23 of this sub-culture that nothing much passes herein without that here toot, experiential learning goes a long way. Think Cleric Spells Weapons...... 25 your notice. You love role-playing games, and you hate them about it... How did any of us back in the day pick up fantasy 1st & 2nd Degree...... 59-61 Defense...... 26 too. You’re jaded to an appreciable degree and can barely stand role-playing games? As they’re social affairs, we likely joined 3rd & 4th Degree...... 61-63 Armor...... 27 newer versions of games that were once great. And unless you friends already in progress. We watched and we emulated. 5th & 6th Degree...... 63-65 The Combat Round: Basic Sequence...... 28 have friends nearby to call you on your crap, you forget that We also interrupted a bit, bled out a few times, but eventually 7th & 8th Degree...... 65-69 Units of Length/Distance on THORN...... 29 you used to bag on the original ones as well. Why bring all this got the hang of it. The key issue, in retrospect, is not how we 9th & 10th Degree...... 69-71 Units of Time on THORN...... 30 up? Because we get it, or rather we get you. The truth is we learned these games, but how they made us feel. Item Durability...... 32 pretty much are you. Chapter 9: Bestiary Spells Castable/Day by Degree of Difficulty...... 43 Do you remember the very first time you/your character ever moved down a dark corridor, worrying that there might be The Nature of the Beast...... 73 Common Spells...... 44 What bites, though, is that for a few paragraphs we have to pit traps, spikes, and enemies all about? Did you actually feel Rolling Up Monsters...... 73 Mana Transfer Effects...... 128 pretend like you know nothing—that you are as innocent as a afraid? Did you experience it as though you were there? Was Fighting the Enemy...... 73 Magic Items...... 153 unicorn foal—which as we all know, is pretty damn innocent. it vivid? Was it a rush? Did it resonate on some level that, The “Protected” Status of Monsters...... 74 Certainly more so than any foolish sheep! After all, if you cut even now, is difficult to articulate? Here, perhaps, lies the Creatures Encountered & Treasures Found...... 74 a guy, you might find yourself on the lam(b), but never on the Appendixes true significance of FRPGs for their players. Forget how to Starting Gold for Adventurers...... 155 unicorn. But perhaps we digress... Or more likely, we’re just play! What novices actually need to know is that this toe dip Beasts A-E...... 75-89 Currency Rates...... 155 stalling. into sacred experience can happen for/to them as well. Not Beasts F-J...... 89-99 I. Equipment & Supplies...... 156-157 that it will, mind you—as there are doubtless many factors Beasts K-O...... 100-110 II. Character Sheet...... 158-161 The truth is nobody—not the lead author of THORN nor involved—but that it can. If the present reader is so fortunate, Beasts P-T...... 111-120 III. A Map of THORN...... 162 any of his closest friends—wanted to pen this “how to” he should consider himself lucky to possess the sort of Beasts U-Z...... 120-126 IV. Player Rewards/Rank Pins...... 163 introduction. In part, no one fancied insulting you with a step- by-step guide on how to roll polyhedral dice, or even worse, imagination that allows for extended travel between worlds. having to concoct a fake transcript of people supposedly Chapter 10: Enchanted Items role-playing. At the prospect of any such nonsense, one of our FRPGs: A Wonky Description Premise of Enchantment...... 127 campaigners became quite unglued. He said, and I quote, “Tell In fantasy role-playing games, players move beyond the Construction Mechanics...... 127 us again about the d4, Papa! Pleaseeee! The d4, why, that’s our passive consumption of dramatic art to exert a more vital Time Requirements...... 127 favorite die! Yay! D4! d4! d4!” Post chant, he cupped his hands influence on its construction. Gaming, in this sense, is Parameters for Mana Transference...... 127 under his chin and made what can only be described as googly equal parts hyper-plotted, improvisational theatre, strategic Mana Transfer Effects...... 128 eyes. Seriously disturbing for a 49 year old man, yet his point simulation, and shamanic journey. Absent any one of these is well made. elements, and it becomes something else entirely: storytelling, Mana Transfer Descriptions spiritualism, or sandbox soldiers. Might-based Imbuements...... 128 Paradoxically, those in the know suggest that if we skip this Agility-based Imbuements...... 128 introduction, even the most experienced gamers will think us The character of gaming is essentially this: In a delimited Vitality-based Imbuements...... 129 remiss. Maybe the cognoscenti simply want an instructional space, a leader-guide and some number of cohorts gather to Intellect-based Imbuements...... 129 chapter so they can pass right over it, and feel redeemed for voluntarily construct and inhabit a shared fantasy world. This Wisdom-based Imbuements...... 130 their life efforts. Humans can be funny that way. realm is made manifest and put into action primarily through Appeal-based Imbuements...... 130 Matrixes: Form & Functions...... 130 -6-Sample file-7- verbal communication—though maps, renderings, and small From this point forward, you will be contending directly with representative figurines (miniatures) often support these THORN and its OFT10 rules system. Some of the goals of this efforts. Players, drawing on various cultural mythos, legends, game have already been described, but it worth restating the and archetypal figures (some heroic, others dastardly), enact philosophical premises that underpin this effort. The first is the persona of beings that must contend with the challenges that, except in the case of certain key mechanics, everything in and conditions of this imaginary realm. This setting, while this book is deliberately under-described. As old schoolers, we given social significance through continued play, is largely feel today’s games suffer from an intolerable amount of bloat; Game System the purview of this guide. His vision and oversight, his and while there are no doubt very sound economic rationales judgment and sense of story, work to drive the dramatic for such elaborations, we find them, well...unsettling. Players action of this shared experience. He will set foes before these must appreciate that THORN began at a time when pamphlets 2 players’ characters, and control their misdeeds. He is the and handouts sufficed to make an RPG great, and game arbiter of outcomes, and in the final analysis, the voice of the masters and players felt more than capable of negotiating their world itself. This is not to imply a capricious despotism or shared experiences without the tediums of innumerable tables, HORN in 100 words or so ... Game Premise megalomania of any kind. No, this leader relies on his fellows overwrought rules sets, or endless descriptions that leave The World of THORN looks like, well, a thorn—or Amid the chaos and rampage of this supernaturally and their good will to make this production run, and all must nothing to the reasoning skills or imagination of the group at perhaps a funnel, a horn, a stalactite, or a wizard’s inundated world of fortresses and fiends are a small number Tcap. It teems with life, having abundant air, water, and terrain of individuals who are born of a different nature than their feel potent here to an appreciable degree. This guide must be hand. Sometimes less is more, especially when individuals are steady, if not absolutely neutral, in his approach, and likewise there upon called to employ their creativity and ingenuity to along its inner surface. At roughly 10 million miles long, kinsmen. Scholars and sages contend that these beings are submit to the extensive, mutually agreed upon rules/laws that clear the path ahead. (THORN campaigners STILL recollect this accretive planet spins slowly along the emission axis of designed and, in many cases, destined for greatness. They are govern the workings of this world—even if he himself created when one of our group, out of sheer incredulity, bought a a minute white hole. This anti-singularity powers this world, looked for, wished for, even prayed for because they represent it. Here, dice exert their influence, setting the parameters of rule book just to goof on a chart that listed every conceivable and adds to it, by regularly expelling what indigenes call “the the best possible hope of improving the often beleaguered lot cause and effect, determining probabilities and results, and outcome of a lit lantern crashing to the floor. Is this matter Sunstream”—a unidirectional comet-like burst of matter, of their people. In other places, these extraordinary misfits introducing chance to this interplay. really that difficult to work out? Game designers, we feel, radiant energy, and mana that travels down the length of have been labeled “characters,” though they might as easily should have more faith in their players, and we hope that THORN’s interior providing for daylight, warmth, and the be termed godseed, heroes, wizards, or bio-progressives— If role-playing is done well, there will be exultation. Players THORN demonstrates such trust.) possibility of powerful magic. depending on one’s perspective. On THORN, these beings will enact the hero’s journey in 100 small parts, growing ever are called manamorphs, and they, unlike the bulk of their more capable as they do so. During these quests, they will The second notable theme of the OFT10 system is the use respective groups, are capable of undergoing tremendous, experience extraordinary things: they will fly and ride dragons, of numerical patterns to enhance retention. On page ten of almost unfathomable physical, mental, and spiritual changes explore the cavernous depths, battle against demons, save this book is a single chart that lays out the effects of ALL that push them far beyond the boundaries of common kingdoms from ruin, and ultimately stand for all that is good. character statistics employed in this game. It is incremental, existence and into the realm of legend. These rules guide this This guide will also triumph, even as his minions lie broken based upon sequences of 10, and is in players’ heads mere transformation. and battered on the table before him, even as his schemes and moments after first exposure. Combat procedures, movement, machinations are utterly “foiled.” His satisfaction is that of the spell progressions, magic item charging, etc. are all similarly Characters playwright who has spun a compelling narrative—one that has coherent. Whether players feel this makes THORN overly tenlay While literally thousands of sentient species exist on THORN, moved his audience and his cast members alike. In this case, simplistic or sublime is likely a matter of taste. ten are immediately available for role-playing: because they are one and the same. ninelay Planetary View (largely FRPGs: What You will Need symbolic) deriving from a eightlay Bitling Mischievous Furry-footed Gnomes FRPGs: THORNY Issues 1979 rendering produced The reader who has arrived at this point understands how on a Tommy’s Burger Bocha Impulsive Cheetahmen napkin. So at last we come to this game—one of thousands sevenlay greatly we are relying on generalizable knowledge. This is Dwarven Stout Cavern dwellers constructed over the decades since the inception of FRPGs. the notion that if one can drive a car, he or she will do well Elfin Beatific Sprites This sort of proliferation is common in all areas where enough behind the wheel of a Mercedes Benz or a Ford. Goblur Vicious Tuskmen imagination and inclination are allowed to run free. Still, any Fantasy role-playing games typically share this degree of Human Adaptable Apemen familiar with the history of FRPGs will appreciate that there similitude. For instance, the player will want access to a Potoman Judicious Hippomen remain some who bemoan these variants. Purists and lawyers, standard assortment of multi-sided, gaming dice. He will Predazer Calculating Lizardmen particularly, insist that there should be only one game that we also need to fill out a character sheet—that written record Wolven Aggressive Wolfmen all play. Ironically enough, none of these fine folk drive 1886 and description of a character’s species, features, skills, and Zinzan Logical Mantismen Benz Patent Motor Cars or brew beer using only cuneiform possessions. For ExpeditionTHORN, this document is four tablets. Nor do they reel in horror at the thought of Henry pages long, but not to worry. It is completed quite slowly over Ford’s Model T or go apoplectic regarding the 20,000 plus an extended amount of play. Appendix II of this book contains These species possesses a number of unique attributes and brands of beer that delight our palettes today. The truth of it this form, if it is not handed to the player at a convention or natural abilities that differentiate them from one another. is that FRPGs are expressions of people’s inner worlds, their other such tournament. Assuming THORN game masters All are fascinating creatures, outstanding in one or more sensibilities regarding design and order, and their endless and campaigners are present, they will be assisting in this respects, and utterly playable for those new to THORN. A full need to innovate and tweak and tailor until contentment is initial roll-up. If not, the methods and procedures for creating description of each species, along with pertinent statistical achieved. As each person is distinct, so too are the games and characters commence on the very next page, with further info, can be found in the Character Species chapter of this realms they create. And absent outright theft, how wonderful details provided in subsequent chapters. Good luck, and may text. this is indeed. the greater powers grant you . -8-Sample file-9- Statistics favored status—call it what you will. For that reason, it is All species on THORN possess 10 essential characteristics that always a factor when determining the possible outcomes Statistics Table (STATS) determine their capacities and identify them as individuals. of a character’s actions. Whether rolling for attacks, skill or STAT Skills List (with Costs) The table to the left lists these. Ten sided dice (d10) are spell use, specific saving throws, or just general STAT checks, True Name: a soul marker that uniquely distinguishes used, typically in multiples, to determine the last six of these AR will be added as a straight number to the probability of one being from all others. Earned upon advancement to attributes—Might through Appeal. Note here that while some success. ApexTHORN, it includes an alignment assessment. A species possess tremendous strength and others extraordinary Might Skills Intellect Skills given name/family name will suffice until that point. insight, these qualities are fixed at the point of maturation and Adventure Points (AP): Berserker (10) Compass (05) will progress no further. Characters, while beginning much Characters accumulate Adventure Points after the successful Breach (05) Gambling (05) Species: a socio-biological indicator that includes gender. as their peers, quickly transcend any such limits by virtue of completion of each campaign or tournament quest. Broad Shoulders (05) Identify Creatures (10) their unique capacity to absorb mana-based energy. Players Characters receive d10 AP, also referred to as Mana Points Castleworks (05) Linguist (05) Adventure Rank (AR): an assessment of successful roll their characters’ statistics then largely as a foundation for or Power Points, per expedition. These are then channeled Champion (10) Profession/Trade (05) quests completed. Also a marker where zero signifies future development. into particular character statistics at the discretion of the Last Ditch Effort (10) Prognosticator (10) normative and one or more designates manamorphic. player, adding to existing numbers, and acting to increase the Martial Art: Bojax (10) Sage (10) Because players can so readily increase their characters’ STATS capabilities of the adventurer. All allocations must be made Rending Blow (15) Total Recall (10) Adventure Points (AP): an assessment of mana growth through solid game-play, THORN judges have zero tolerance prior to the next quest. Tunneling (10) Treasure Evaluation (05) beyond an initial/typical state. for fudging these initial rolls. No MIN/MAX’ing, stacking Weaponry (10) Wizardry (15) dice, STAT trading, or other dubious methods of character Difficulty Factor (DF): Might (MIT): a measure of bodily strength and force generation are permitted. Indeed, please note the following: Every THORN adventure is assigned a difficulty rating based generation. Every 10 pts a character possesses enables on factors such as the number and variety of monsters, him or her to deliver +1 damage with melee & hurled demand of the environment or dungeon setting, hardships weapons. Reg 1: Players must first choose endured by characters, length of the quest, etc. DF’s range Agility Skills Wisdom Skills between 1-10. The Difficulty Factor is the least number of Acrocraft (05) Animal Friend (10) Agility (AGL): a measure of physical coordination and a species affiliation and then roll adventure points gained per expedition. The method for Ambidexterity (10) Cleric (15) quickness. Every 10 pts adds +1 to movement rate as well precisely the indicated number calculating DF is found in this chapter under “Adventures Beast Rider (05) Control Emotion (10) as +1 damage with missile weapons. and Quests on THORN.” Burglar/Thief (15) First Approach (10) of dice one time to establish their Control Fall (10) Imminent Danger (15) Vitality (VIT): a measure of fortitude and toughness. STAT Skills & their Acquisition Martial Art: Jargu (10) Iron Will (05) Every 10 pts permits the manamorph to heal 1 point of respective characteristics. Once Adventure Points have been allocated to character Missile Parry (10) Judgment (10) damage/day. This replaces a basic healing rate of one STATS, i.e. Might, Intellect, Wisdom, etc., they can then be Because these “starting STATS” are more enduring/inviolable Missile Weaponry (10) Sense Lie (10) point/10 VIT/week for normals. Vitality is also a direct used to acquire extraordinary skills and abilities. These are than the mana augmentations that boost traits later, they must Pass without Trace (05) Soulmask (05) measure of sustainable damage. On THORN, players listed to the right, and more than anything else, determine be recorded separately on the player-character sheet. To the Swashbuckler (05) Winds of Fortune (05) speak of “Vit Points.” the nature of the character’s persona. On THORN, one positive, undead draining attacks cannot touch these stats, does not start as a “ranger” and then proceed to acquire a nor are they lost when characters perish away from THORN Intellect (INT): a measure of cognitive capacity, narrow pre-determined set of abilities. A character becomes prime. To the negative, players may not utilize said points to memory, and problem-solving skills. For every 10 pts a a ranger because the player chooses to develop a number of craft or charge magic items, create new spells, or transfer mana character possesses, he or she may learn one additional overlapping skills relevant to a guardianship of the wilderness. to gods, allies, or minions—all limitations discussed in later Vitality Skills Appeal Skills language. For wizards, every 10 points of INT allows Players will undoubtedly hold differing opinions about what them to cast another degree of difficulty spells. sections of these books. Earth Friend (10) Bard (15) skills best enable their characters to do this. Challenges set Enhanced Hearing (10) Charm (10) Advancement on THORN out by the ExM (Expedition Master) will then either validate Enhanced Vision (05) Doubletalk (05) Wisdom (WIS): a measure of illumination, judgment, said choices or not. One thing is certain though. With 60 skills As characters venture forth and join the greater powers in Feign Death (10) Draw Enemy (10) and will power. Every 10 pts of WIS a character has available in ExpeditionTHORN play, and another 120 awaiting their enduring struggles, they become increasingly formidable. Fight Poison (05) Haggle (05) permits one “inkling”/gaming session— a direct query in Apex and GodlandTHORN, every ‘ranger’ is likely to be The gods, demigods, and similar such entities —indeed, the Guardian (05) Incite (05) to the Expedition Master regarding an in-game situation unique. This is as it should be. requiring special intuition or insight. Inklings usually very multiverse itself— set all manner of missions, quests, and Press On (05) Leader of Men (10) challenges before manamorphs to test and temper their spirits. Rock Hide (10) Lucky Bastard (15) start with “Do I think or sense that...” and require a WIS Note that all skills are classified according to their relationship To those who prove their worth, the deities are generous and Take Shot (15) Mimic (10) roll to merit an answer. "Yes" or "no" responses are most to particular STATS. There are Wisdom skills and Agility bestow transformative mystical energies. This is done largely Tracking (10) Striking Looks (10) common. For clerics, every 10 points of WIS permits skills, for example. Here the logic is the more, say, “Intellect” in the hope of creating eventual allies in the fight to sustain access to another degree of spells. a character has, the greater the number of intelligence- existence against those who would corrupt or destroy it. related skills he is likely to possess, and the better he will Appeal (APL): a measure of personal magnetism and Adventure Rank (AR): be at utilizing them. Skills vary in regard to their inherent charisma; an assessment of divine likability and luck. complexity, power requirements, and difficulty to master — a Adventure Rank is a direct measure of the number of Every 10 pts a character possesses permits him or her to fact that is reflected in their “cost.” All skills, whatever their successful expeditions undertaken by a character, where acquire one additional loyal follower. acquisition cost, are powerful abilities in one or more respects, each hard won mission increases a character’s AR by one. tinged with magic and supernatural connotation. Even the Adventure Rank is an extremely important quantification of most seemingly commonplace of skills, e.g. Profession/Trade, the character’s overall experience, know-how, savvy, resilience, -10-Sample file-11- confer such a preternaturally high level of expertise that EX: Husker the Goblur (WIS 25: AR 5) wants to use his he will likely call for an AGL roll—current Agility+AR or less acquire additional proficiencies for five Agility points each at accolades are sure to follow. For a full explanation of these Wisdom skill Judgment to determine whether it is wise to on d100. If he needs to determine if a character can reason successive ARs. Such decisions will determine how much of a capabilities, please turn to the Skills chapter of this book. listen to the advice of a slick City-State trader. Should he his way out of a twisty maze, he will likely have the player try master thief this character shall become. barter his giant boar for that bag of “magical” beans? His an INT roll. What if romance is in the air, and an adventurer There are two particularly important parameters for skill likelihood of judiciously assessing this merchant’s intentions wants to win the heart of a fair maiden? Here, the ExM might Skill Training acquisition in the OFT10 system: is 25+5 or a 30% chance. When Husker’s player rolls a 28 on demand an APL roll or ten, as our ‘prince charming’ attempts Because of time factors involved in tournament-style play, it percentile dice, this goblur immediately senses that this is a to woo and court her. Note here that STAT rolls concern is presumed that between adventures, characters are engaged raw deal indeed. objectives that are sufficiently feasible that any manamorph in whatever training (if any) is necessary to acquire chosen Reg 2: Players may select only one might accomplish them without recourse to specific skill use. skills and abilities. In the ExpeditionTHORN campaign, skill skill for their characters for each While players typically initiate skill use, Expedition Masters Of course, if characters also have mana-enhanced abilities and spell acquisition are given somewhat greater attention— will determine the precise roll(s) required for success. Reg 4, germane to achieving such ends, well then, they are only that particularly if players know the abilities they intend to procure AR they gain. of course, sets a base probability, but there are often situational much more likely to succeed. STAT rolls mod in much the at their next AR. Here, attainment can be incorporated modifiers that must be considered. What if Husker, in the same way as Skill rolls, and it’s a D.A.M.N. good thing. into subsequent adventures such that the character must example above, had known this trader for several weeks or train with a certain elite guard unit, apprentice to a well- Reg 3: To acquire a particular even months before this offer? No doubt, this would have One final note here is in order. ExMs should be cautious known master craftsman, study under a particular scholar, enhanced the likelihood of a proper read, but to what extent? about the use and abuse of STAT rolls while gaming. Do not enter a guild, or whatever the Expedition Master sees fit for skill, characters must have the make them necessary to do literally EVERYTHING! That is acquisition. Remember, however, that training itself is NOT Over the years, campaigners have taken to rating the not their purpose. Without dwelling overly, characters should an adventure—just like characters chatting it up in a tavern is free STAT points to do so. difficulty of specific skill efforts on a scale of 1 to 5. They not require successful STAT rolls to eat their breakfast, lace not an adventure. Indeed, players will know THORN quests by rather whimsically label this the “Difficulty Assessment up their boots, or sharpen their swords. Please, roll dice only their suffering. These regulations, taken together, make character Modification Number” or D.A.M.N. for short. Commonly when there is an urgent or compelling reason to do so. development a strategic matter. There are so many excellent heard around the gaming table is the phrase, “There’s got to Advanced Skills: Apex THORN (101-300 AP) skill choices available at each AR increase that new players be a D.A.M.N. modifier, right?” Or more politely, “Please Skill Frequency This rule book lists STAT skills for characters with 0 to often feel like kids in a candy shop. Does one want to allocate tell me you give a D.A.M.N.!?” On the low end of the scale Characters are able to employ skills at a variety of rates. Some 100 Adventure Points in tournament and campaign play. for Tracking, Ambidexterity, Rock Hide, Iron Will, Wizardry, or (rated 1 and 2) are minor challenges that scarcely test the skills, for instance, are always in use or always usable. Where Characters earning 101 or more AP, who prove their valor and perhaps Weaponry? Does the player pick up one minor, less manamorph’s true capabilities. In such cases, bonuses of +20% there is a restriction on skill usage, the most common rule is gain “Godfavor,” may advance into the realm of ApexTHORN. costly skill while “saving up” for another that he thinks will and +10% respectively are added to the probability of success. this: ApexTHORN is hero-level adventuring in all its glory. eventually prove more vital? All of this must be decided in the Middling challenges are rated 3 and receive no modification, ApexMasters (skilled Expedition Masters who have likewise ongoing evolution and transformation of the character. representing typical deployments of a given skill under qualified for this rank) run these adventures. Characters take essentially typical conditions. More challenging feats are rated Reg 5: Characters may attempt up the challenge of mustering armies, building castles, saving Here is a minor example of these principles: 4 and 5. These cover efforts ranging from improbable to damn to utilize skills once per day/ kingdoms, delving into arcane mysteries, thwarting maniacal near impossible and subtract 10% and 20% from the chance of Barker the Bitling desperately wants to become a bard—the achievement. AR since acquisition—up to a fans, the ladies, the coin, he wants them all. He recently went up to AR3 and so is entitled to a new skill. He has 22 Appeal This simple modding scheme works quite well—in fact, maximum of 10 such efforts. This points but previously allocated 10 of these to gain Striking ApexTHORN has its own broader version—but players should is referred to as the Standard Looks. This leaves this handsome little devil with only 12 ultimately take this as no more than well-intended advice. unallocated or “free” STAT points of the necessary type. These are not hard and fast rules. THORN players and ExMs, Frequency Rule or (SF) for short. Because Bard costs 15 Appeal points to procure, he cannot to this day, delight in arguing about skill rolls and situational acquire this skill at this time. Thinking, however, about all the modifiers and will frequently alter these procedures on the EX: Beatrice Batsounder procures the Appeal skill Charm lyrics he will eventually have to commit to memory, Barker fly. This is, after all, old school gaming. There are no detailed when she progresses to AR4. At this rank, she may use invests 10 of his current INT points into Total Recall—a skill charts here with 50 predetermined outcomes that remove all Charm once per day. Later, at a more advanced AR10, that should prove very useful indeed. Now, if Barker lives to thought and interplay, and thank goodness. The whole point is she can attempt to employ this skill seven times per day. see AR4, and increases his APL points ever so much, he may to make this stuff up and then figure it out! Generally speaking, the longer characters possess and practice yet carry the most enchanting of tunes. a skill, the better they become at it and the more frequently STAT Rolls they are able to utilize it. Skill Rolls High level skill rolls and heroic feats are fine, but what When characters go to employ their rather formidable happens when characters attempt actions without the aid Sub-Skills and Specializations abilities, the odds of them doing so successfully are as follows: of these enhanced abilities? Not the super-human stuff, A number of skills—particularly those that are broad in mind you; rather, the mundane deeds that are apt to fill an scope—will possess sub-skills and specializations. These adventurer’s days. For these, we turn to the humble “STAT act as a means to complete a character’s proficiency in what Reg 4: A character’s base chance ro l l .” is really better understood as a “skill set,” rather than a to effectively utilize a skill is STAT singular capacity. Burglar/Thief is one such example. Here STAT rolls are ubiquitous on THORN, and are mechanically an initial 15 point Agility investment allows the character to + AR or less on d100. similar to the skill rolls just discussed. When an ExM is trying choose three of ten related sub-skills, e.g. Shadow Shroud, to determine whether a character can avoid a falling boulder, Fence, and Cutpurse. After this initial outlay, the player may -12-Sample file-13- Adventures & Quests on THORN like plots and themes, are essential for all of this to work— adversaries—that sort of thing. They also gain access to a wide and the reader will appreciate that 100 page PRs are not Given that so much rests on the successful completion and whether players consciously recognize them or not. So please variety of powerful new skills and abilities. Progression to this uncommon in this group. Far from high art, however, these rating of adventures in this system, a short discussion of these read on: higher level of play is determined as follows: discursive efforts read like dime store knockoffs of Homer's matters is in order. Please keep in mind that much of what Iliad and Odyssey and contain gems such as: 'Today, I awoke a follows is a recapitulation of THORN campaign’s choices, The "Tourniquet" Principles god, yet still I reek.' Should other campaigns adopt the practice Godfavor: The Right to Progress rather than a series of mandates or must do’s for everyone else. Characters possessing more than 100 Adventure Points have of PR, expect similar prose. However groups wish to craft their adventures, begin them, Principle 1: Nothing Extraneous established their courage and skill, but now must secure end them, connect them, is all good. The OFT10 system is There are no random encounters in THORN campaign. If “Godfavor”—a divine acknowledgment of their efforts. In Alignment quite flexible and will accommodate most approaches. parties meet adversaries, it is planned and at least tangentially mechanical terms, players are required to roll under their Although alignment takes on far greater significance in meaningful to the quest at hand. Adventure Rank on d100. There are no player skill or STAT ApexTHORN, a brief description here is appropriate. In the One Backdrop & Several Admissions modifications to this attempt. ExMs, however, may grant a OFT10 system, moral standing is laid out on two transecting Over the years, THORN campaign has come to emphasize Principle 2: Adventure Architecture single d10 die roll— representing a +1 to +10% bonus— if continua. These represent Good versus Evil, and Law versus high adventure at a harried pace. Campaigners had always It should take no longer than 90 minutes to backdrop a story, they feel the player has devoted significant time and energy Chaos respectively. In the center is absolute neutrality with 10 played like berserker warriors—committed to the point of gather a party, and get them to the locale of the central action. to character development (see Persona Reckoning below). If markers spaced along each axis away from that mid-point. In being committed, as they say. But with grad school, jobs, and Once there, the party should explore but ultimately encounter this Godfavor roll is successful, the manamorph transitions any given direction, the further one moves from the middle, families all competing for time, this intensity gradually gave the enemy boss or principle adversaries by the end of the directly to ApexTHORN. If not, he or she must petition the more marked that quality becomes in his or her character. way to exasperation. Gone were the days when they could pass second ninety minute interval. This confrontation should then the greater powers at each AR increase until this matter is Players may set manamorphs’ initial/baseline orientations entire weekends role-playing one encounter or two months build and ultimately resolve during the final 90 minute period. resolved. anywhere within the four colored boxes at the center of mustering forces for a single battle. Frustrating as this was, the diagram. Here, position (3,3) indicates an upbringing campaigners had lost none of their appreciation for nuance Principle 3: Adventure Balance emphasizing both law and the greater good, while (-3,-3) or texture. Indeed, most had become teachers and orators ExMs should strive to make adventures fair yet challenging. Reg 6: The "gods” will entertain a suggests prior life experiences inculcating both chaos and who, unsolicited, would wax endlessly on theme, mechanics, They can accomplish this by matching the sum of the Magic evil. None of these values, however, are particularly set, as total of ten entreaties to advance. mythos, culture—pick your brand of esoterica. No, this was Resistances of all monsters encountered with that of the characters have yet to face trials and tribulations of the sort simply an admission that if they didn’t get right to it, they starting party. This method ensures game balance because that will truly temper their souls. If characters fail to gain Apex probably wouldn’t play at all. Magic Resistance is figured universally for all creatures, i.e. as the composite total of their STATS. standing by that point, their From this beginning, adventurers simply act as they will. The question campaigners began to ask was this: ‘How could At each AR increase, ExMs will evaluate the moral qualities STATS become fixed, and they they squeeze the most dramatic action into the least amount of their behavior and adjust their alignment positions of time?’ Years spent gaming at cons provided something of an Reg 7: Adventures calibrated accordingly. Typically, 10 minor deeds/misdeeds will will live out the rest of their lives answer. Tournament RPGs were delimited and intense, which produce a shift of some sort. An extraordinarily beneficent or for parity carry a Difficulty was what the group wanted; but how to hit this mark without as ultra-powerful mortals. malevolent act, however, can bring about a change all by itself. the stim of direct competition? There were also nagging issues Factor of “One.” This then sets In either case, characters can only slide one position along like superficiality and the shortcuts of pre-gen’d characters. Such a fate has more than once brought madness. each axis per AR. Ongoing deeds then, as opposed to early/ These were certainly out of the question. the minimum standard for empty declarations, produce one’s true alignment. Persona Reckoning (PR) an “acceptable” expedition on At AR10, players begin the process of persona reckoning. “PR” When two of our number, fresh from philosophy degrees and consists of formally establishing the identity, philosophical psychiatry residencies, tossed around a bit of research on story THORN. Good structure and human attention span (roughly 90 minute cycles outlook, and aspirations of one’s character. Practically (+) speaking, players commence PR by covering basic matters whether asleep or awake), the group became convinced to From this starting point, adventure difficulty increases in the such as physical appearance, family history, place of origin, try shorter format adventures, even if certain issues lingered. following respect: When party members battle adversaries current residence, interests, and associations. They then move Where college classes and movies typically ran one such possessing twice their total power, such expeditions carry a on to weightier issues such as personality traits, alignment interval, and theatre and large scale sporting events spanned base DF of 2. Should characters contend with monstrosities commitments, skill acquisition rationales, and greater life two (with intermissions and half-times marking the split), the with three times their potency, a base DF of 3 is appropriate; goals. Here, players are apt to mention a character's on-going pacing of tournament play and the underlying mechanics of and so on up to 10. Although these multiples appear challenges, nemeses, victories, and the like. Whatever the RPGs indicated that they would require three. Four and a half skewed in favor of the fiends, keep in mind that said points specific content, the initial effort at reckoning must contain Chaos Law hours, it was hoped, would suffice to create both a decent story are distributed across ALL the encounters of a particular (-) (+) at least 10 meaningful pieces of information. From there, arc and just enough “ordeal" to leave players feeling spent. excursion. players should append one entry to their character’s PR with each AR increase. Minus this effort, the ExM should withdraw When ExMs began intentionally crafting their quests to fit this Before the final determination of an adventure’s difficulty, the aforementioned d10 Godfavor bonus. Why? In this case, design, they called the methods for doing so the tournament ExMs must consider three additional factors: because of poor PR (public relations) vis-a-vis the deities. kit or “tourniquet” principles— presumably to stanch the campaign’s bleeding. These precepts follow. Be forewarned • Large numbers of encounters (50% greater than the base For the record, THORN campaign takes persona reckoning that several may seem unusual admissions that undercut the DF of the expedition itself) tend to dilute the danger of Evil individual melees and thus decrease overall adventure rather seriously. As many of our characters are considerably (-) mystery and spontaneity of role-playing. Honestly, however, older than either our marriages or our children, there are they do not. Indeed, any who doubt this have never fully difficulty—typically by one point. Fewer encounters (50% heart-felt bonds here. Add to that decades of source material, analyzed a book, dissected a screenplay, written a tournament less than the base DF) will likely increase said difficulty by module, or studied Shakespeare for that matter. Formulas, just a similar amount. -14-Sample file-15- • Time intervals that allow parties to fully heal or Principle 7: Party Jobs regain spells between conflicts will usually decrease In addition to the "ExM," THORN campaigners recognize adventure difficulty by at least one point, while multiple three other roles around any given gaming table: the "Scribe," confrontations without rest or recuperation will increase "the C.O.," and "the Lead." The scribe keeps a record (in a quest’s DF by one. roughest outline) of the party's travels, meetings, and deeds. This must be succinct so as to avoid undue burden. The C.O. • Lastly, if an expedition’s backdrop is capable of killing tracks the Combat Order and tells players (including the ExM) Characters the party on its own (here considering traps, wards, and when it is their time to act. The lead is the party headman perilous environs), difficulty is usually increased by one. (established by inclination and consensus first; then AR, 3 If, on the other hand, characters can readily flee or obtain relevant Skills, and Appeal secondarily). The lead interfaces reinforcements, it is decreased by the same. most directly with the ExM, announces party decisions, suggests courses of action, and generally expedites play. his section describes the 10 species initially available Characters may employ these attacks while unarmed or as a A word of caution is in order: ExMs, in the grip of their for role-playing in ExpeditionTHORN. They will second attack, if they possess the STAT skill Ambidexterity. feverish schemes, can easily create adventures with absurdly Principle 8: The Right to Play no doubt be quite familiar to fantasy aficionados The natural attacks of all manamorphs have an Offensive high Difficulty Factors using said formulae—13, 14, even When gamers sign up for THORN at conventions, they Tand thus straight forward to run. With further exposure to Weapon Factor of 10 and a Weapon Speed Factor of 10. The more. They are, however, discouraged from doing so. Recall obviously have the foremost right to play. Because players get the cultural topography of this world and increased rank, next chapter, Combat, has more information in this regard. that players can earn only 10 Adventure Points (AP) upon to keep and advance their characters on THORN, however, players gain access to other species as well. ApexTHORN, completing a quest, and that any DF above this number is higher AR types are apt to appear from time to time, hoping for instance, introduces another ten playable groups, while Innate Abilities: These capabilities are analogous to the skills quite literally overkill. to get into filled games. Two extra spaces are always held open GodlandTHORN does the same. These other species are no that manamorphs of other species can acquire over time. They for them, and will be available on a first come, first serve basis. more potent than present company, nor are they especially have no allocation cost however, and are always employed Principle 4: Player-Character Rights challenging to run. Rather, ExMs control their play as a means with a +10% probability of success. Surviving player-characters have a right to their AR increase Principle 9: Reward the Player-Character of incentivizing interest in the broader, on-going campaign. at the close of each gaming session—assuming they have When excellent role-playing is evident, it should be rewarded. Put more plainly, players must earn the right to role-play these Drawbacks: Conversely, these are skills that particular species completed or made a good faith effort to complete an For insight, tactics, and heroism; for being a weasel; for closing other groups by advancing their early character(s) to Apex have difficulty mastering for one reason or another. Players adventure. If this is a convention game and the party doesn’t the gap between character and player, for great acting or for and Godland standing. At such points, the game broadens out may gain these skills, of course, but initial STAT investments finish, the ExM will reduce the difficulty factor of that quest funny jokes or just getting into the game; for all these, there appreciably. are double their typical acquisition cost. by half and allow AP rolls. If it is a campaign-style game with should be recompense. On THORN, the fluidity of character available players, he should carry the adventure over to a STATS permits ExMs to use their increase as a positive The following pages lay out species’ base-line physical and It should be noted here that campaigners of THORN have second session, finish as quickly as possible, and again allow reinforcement. When a player does something noteworthy mental attributes—all essential for creating characters. always had a great fondness for isolated manamorphic types AP rolls. At that point, players should update their character (perhaps two to three times a session), the ExM should ask Chapter 2 delineates the procedures for roll up and discusses who, misunderstood by their own people, live a different sheets and continue what is hopefully a multi-part quest. If him or her to put a light mark above the most relevant STAT the influence of these statistics on character abilities. Also existence, e.g. the Dwarven druid who dwells among the high not, might we suggest that the whole group grab some food. box on their character sheet. Every time ten such marks listed here are associated movement rates, natural armor trees of the woodland elves or the water-breathing bitling who accumulate, the player gets to make a STAT roll to increase totals, attack modes, innate abilities, as well as drawbacks. A marries a mermaid and won’t be swimming home any time Principle 5: ExM Duties that characteristic by one point. If the player succeeds, all such note on each of these is appropriate: soon. So while these abilities and drawbacks reflect the central ExMs have an obligation to work toward completing marks are erased. If he or she fails, only half are removed. aptitudes of each species, let us celebrate the fact that they do adventures in one session. To this end, adventures must be Either way, the progression to 10 begins again. Character Movement: This important attribute is listed not preclude other courses. succinct and run efficiently. After 37 years of play, let this in decs/round. As chapter 5 discusses, a “dec” is a unit of Subspecies/Hybrids: Players should note that while there is writer comment that some of the finest expeditions he has ever Principle 10: Reward Worldbuilding measure some 10 feet long, while a “round” is a period of extraordinary regional variability among all species, there is undertaken fit on a single sheet of paper. ExMs should feel free Game Masters tend to be the individuals most committed 10 seconds in duration. The higher this number, therefore, no inter-fertility between species. Where one will discover to shorten quests appreciably so long as they maintain their to any given campaign. Still, THORN’s core players have the faster the character can walk, run, etc. Note that Agility subterranean dark elfin, golden-haired essential story arc. This is far more important than the specific always felt that they should, to the extent possible, share also affects overall movement rate, adding cloud elfin, silvery blue sea elfin, and leafy- number of encounters. ExMs who end a session only halfway in the burden of creation. Toward this end, they devised a +1 dec/round for every 10 points of this hued wood elfin, there are absolutely no through an adventure typically either had too many melees or reward system that promotes both character development and characteristic. half elfin/half bocha hybrids on THORN— experienced other pacing issues. Timing is unquestionably the collective worldbuilding. Here, players must advance their as compelling as that might be. The toughest skill an ExM has to develop. characters as well as fulfill a number of ancillary obligations. Natural Armor: Some species have gods have set barriers in this matter that These include crafting new magic items and spells, designing sufficient scales, leathery hide, fur, chiton, neither true love nor the most powerful of Principle 6: Adventures & Campaigns towers and keeps, mapping unknown lands, developing new or blubber to afford meaningful protection wishes can alter. (Naturally, campaigners ExMs may link adventures to create extended quests. All must species, and even founding immortal realms. These efforts, from attacks. These one to two points have spent years trying to supercede this stand alone, however, in terms of principle 2 and permit AR while quite involved, make THORN a much more compelling of cover are always added to whatever stricture, but to no avail. Indeed, it is said increases. In the name of climactic build-up, the culminating game. Appendix IV displays the rank pins that players can defensive gear characters don while that once a Potoman knight and a Goblur adventure of any such sequence should carry a minimal earn for accomplishing such objectives. For the record, these adventuring. maiden did have a child, but the offspring Difficulty Factor equivalent to the number of adventures merit badges owe their color progression to the martial arts was born purely goblur, with no trace of that proceed it. Should ExMs follow this advice, the final campaigners practiced back in the day. Natural Attacks/Body Weaponry: Several Potoman blood whatsoever. This then led installment of any 10 part quest will be an absolute rager. species have pointy enough teeth, sharp enough claws, and/or lethal enough to speculation of an affair, though both tails to cause damage in regular combat. parties steadfastly denied it.) -16-Sample file-17- Bitling Bocha Dwarven Elfin Might: 2d10 Agility: 3d10 Vitality: 1d10+3 Might: 1d10+3 Agility: 2d10+3 Vitality: 1d10+3 Intellect: 2d10 Wisdom: 1d10+3 Appeal: 2d10 Intellect: 2d10+3 Wisdom: 2d10 Appeal: 2d10 Base Move: 8 decs/round Base Move: 6 decs/round Natural Armor: 0 Natural Armor: 0 Natural Attacks: 2 claws, each for d4 damage Natural Attacks: 0 Innate Abilities: Ambidexterity, Control Fall Innate Abilities: Animal Friend, Missile Weaponry Drawbacks: Take Shot, Earth Friend Drawbacks: Tunneling, Rock Hide Bocha are the masters of the savannas and grasslands of The elfin are, in many respects, the people and spirit of the THORN. Bocha resemble nothing so much as the cheetah natural world. Whether in the high forests or on the great seas, of our world. These lanky creatures, however, are bipedal, elfin are especially sensitive to the rhythm and song of life. standing some six to six and a half feet in height and Ever drawn to spaces of extraordinary beauty, they seek an possessing thick bushy tails which they utilize for balance. understanding of reality that distills to both wonderment and Bocha typically live semi-nomadically in small bands of 10 awe-filled appreciation. Desolation is the enemy of the elfin— to 20 adults and their children. Females and males possess destruction, their nemesis. equal political clout in bocha encampments, but leaders trace descent strictly through the matriline. While variable in aspect, all elfin stand approximately 5 feet tall and are slight. They move gracefully and quietly and take Extremely quick and agile, the bocha hunt relentlessly in their up the stewardship of whatever realms they settle. Because range. They prefer hurled weapons when they have the choice of their long lives, elfin tend to accumulate vast quantities of and can employ such armaments while moving at a dead run. knowledge. Despite their emphasis on spiritual and magical Because of their isolation on the plains, bocha sometimes feel enlightenment, however, they can appear frivolous and/or uncomfortable in urban settings. Likewise, in tight spaces, oddly detached—preferring to sing to the forest or dance with they are prone to claustrophobia and thus dislike subterranean the sunstream, rather than meet troubles head on. None judge excursions. Nevertheless, the prowess of bocha in battle as well the elfin as cowardly though, as history shows their role in Might: 1d10 Agility: 2d10+3 Vitality: 2d10+3 as their general quickness make them highly sought after for championing good has produced innumerable victories on Intellect: 2d10 Wisdom: 1d10+3 Appeal: 2d10 most expeditions. battlefields across THORN. Base Move: 4 decs/round Natural Armor: 0 Might: 2d10 Agility: 1d10+3 Vitality: 3d10 Natural Attacks: 0 Intellect: 2d10 Wisdom: 2d10 Appeal: 1d10+3 Innate Abilities: Iron Will, Silent Stride Base Move: 4 decs/round Drawbacks: Berserker, Draw Enemy Natural Armor: 1 Natural Attacks: 0 Bitlings are the smallest of ExpeditionTHORN’s playable Innate Abilities: Earth Friend, Take Shot species, standing just three to three and a half feet in height Drawbacks: Lucky Bastard, Identify Creatures and weighing about 40 kilos. These hairy-footed gnomes live in small hillside villages composed of many “holes,” Dwarven are the dwellers of grand mountain halls. These around which they farm and raise their prized possessions: hardy folk explore the deeper realms searching for caverns and puff sheep and lion dogs. At their best, bitlings are congenial fissures proximate to mineral deposits and ore. There, they and extremely witty—preferring to run and hide or crack a carve out their gilded clan holds and extract THORN's riches. good joke rather than fight. Sometimes, however, they can be The opulence of these communities is astonishing and the somewhat insular and strong-willed—even standoffish toward dwarven rightly boast of their design. outsiders. Bitlings, so the sages say, care little for the problems of the larger world and prefer a humbler, earthy existence. Most dwarven are quite stout, standing some four feet in height and weighing around 100 kilos. They grow long As adventurers, bitlings tend toward occupations and interests beards and gaze upon the world from underneath a cynical that make use of their naturally high agility and vitality. They brow. Dwarven expect the worst and diligently prepare for have outstanding reputations as archers, thieves, and rangers. it, hoarding their wealth and withdrawing beneath the hills They also make excellent traders, merchants, and bards. at the first sign of trouble. While some question this outlook, Other species, wishing to successfully deal with bitlings, must particularly the elfin, none doubt that the dwarven are appreciate their true love of homey comforts, as these are dauntless foes when pressed. In addition to excellent warriors, rarely set aside. Once properly motivated, however, bitlings they are also unsurpassed craftsmen, clerics, bankers, and are capable of both extraordinary deeds and overcoming the most technically sophisticated of ExpeditionTHORN’s tremendous obstacles. playable species. Dwarven have a disdain for open spaces and flying.

-18-Sample file-19- Goblur Human Potoman Predazer Might: 2d10 Agility: 2d10 Vitality: 2d10 Might: 1d10+3 Agility: 1d10+3 Vitality: 2d10 Intellect: 2d10 Wisdom: 2d10 Appeal: 2d10 Intellect: 2d10+3 Wisdom: 2d10 Appeal: 2d10 Base Move: 5 decs/round Base Move: 4 decs/round Natural Armor: 0 Natural Armor: 2 Natural Attacks: 0 Natural Attacks: Tail for 1d6 damage, plus sleep poison Innate Abilities: Lucky Bastard, Incite Innate Abilities: Gambling Drawbacks: Imminent Danger, Soulmask Drawbacks: Rending Blow, Animal Friend Humans act as the standard against which all other playable Predazer are bronze-scaled lizard men about three and a half species are classified; after all, we know them best. This does to four feet tall with the rather frowned upon ability to inject a not mean, however, that humanity is the dominant or the weak sleep poison with their long needle-tipped tails. They can most powerful group on THORN. Humans are a successful employ this attack three times/day. Victims must make VIT minority that has shown great adaptability to diverse social saves to avoid this 1 Turn duration effect, but have a +10% and environmental conditions (though at this time they dwell chance of doing so. mainly along THORN’s river basins and ocean bays). In any particular environment though humans are typically out- Predazer originally occupied THORN’s deepest deserts in competed, never becoming masters of the mountains, friends towering cliff wall enclaves. In three great diaspora, these of the forests, or even defenders of deserts, for that matter. reptiles abandoned their arid homelands for easier lives On THORN, humans are the jacks-of-all-trades but sole elsewhere. Now predazer dwell in all but the coldest climes proprietors of none. More than anything else, they seem to and count their good fortune to live among other species that survive because they’re uncommonly lucky or blessed. None lack their competitive drive and cunning. Predazer typically know precisely why. Some sages contend that the gods have aspire to power and wealth through guile rather than overt imbued humanity with such a rash curiosity that they also feel aggression. Predazer thus excel as politicians, merchants, guild compelled to protect them. As it turns out, this is most often masters, wizards, and sages. from themselves. Peace-loving members of this species will often voluntarily sever their tails as a sign of good will. These appendages grow back given sufficient time, but meanwhile, afford predazer the opportunity to gain the trust and respect of their cohorts. In their more relaxed moments, predazer enjoy huge fireplaces, warm taverns, boiling hot ciders, and gambling. Only very Might: 2d10+3 Agility: 2d10 Vitality: 2d10+3 skilled game players will sit at a table across from these cold- Intellect: 2d10 Wisdom: 1d10 Appeal: 1d10 Might: 3d10 Agility: 1d10 Vitality: 2d10+3 blooded creatures. Base Move: 5 decs/round Intellect: 2d10 Wisdom: 2d10 Appeal: 2d10 Natural Armor: 1 Base Move: 4 decs/round Natural Attacks: Tusk gouge for 1d4 Natural Armor: 1 Innate Abilities: Press On, Berserker Natural Attacks: Tusk bite for 1d8 damage Drawbacks: Champion, Control Emotion Innate Abilities: Judgment Drawbacks: Press On, Missile Parry Goblur are reputedly the descendants of wereboars who, due to some (or blessing—depending on one’s perspective) Potomen are an unusual lot. Reaching nearly seven and a half were trapped amid transformation between human form and feet in height and 250 kilos in weight, they are undoubtedly savage beast. The result is a humanoid some five and a half the evolution of a creature similar to the hippopotamus of our feet tall with an enlarged neck, sinewy muscles, a rounded world. Potomen are grayish-skinned, large headed, and tusked. uplifted snout, and protruding tusks. Goblurs are known Bipedal, they carry their tremendous loads mainly around for their fierce and aggressive stance and can be highly their guts. As one would expect, they have incredible physical intolerant as well as vicious when questioned or challenged. strength but are slow and somewhat ponderous. Potoman With their propensity for war, the goblur have in certain are not completely free of their riverine origins and must rest periods been shunned by other humanoid species. They have one day out of every ten fully immersed in water. Otherwise, thus established their homelands in the hidden crags and their own body weight becomes crippling and they will canyons of THORN—away from the annoying and weak- subtract 10 points from their Agility for each day they must willed “others” who will no doubt call when it is again time endure without relief. This quickly leads to incapacity for most to rampage for glory. Those few goblur who wander out from potomen. Although this species possesses menacing size, most their lairs claim to struggle mightily to control their tempers are generally quite mannered, favoring gentlemanly ways and for the sake of those around them. Few intentionally provoke virtue. When potomen stir it up, however, watch out. the goblur. -20-Sample file-21- Wolven Zinzan Might: 2d10 Agility: 2d10+3 Vitality: 2d10 Intellect: 2d10 Wisdom: 1d10 Appeal: 1d10 Base Move: 6 decs/round Natural Armor: 2 Natural Attacks: 2 arm strikes, each for 1d4 damage Innate Abilities: Control Emotion, Bounding Stride (Apex) Drawbacks: Berserker, Cleric Combat Zinzan are most reminiscent of seven feet tall, bipedal praying 4 mantises. These highly logical, essentially emotionless insect- men live in gigantic hive mounds under the control of an autonomous queen. These collectives consist of stratified ombat is the most direct of transactions in life and for all hurled and missile weapons. As players arm their castes of warriors, builders, scholars, scouts, tenders, growers, death. On THORN, those who would fight do so in characters, they should consider these general properties, as etc. Zinzan characters/manamorphs can originate from any accord with their physical abilities, martial skills, well as the five somewhat more specific weapon deployments of these groups, but have typically been singled out for a Cweaponry, as well as field experience. This section describes described below: non-conformity of some sort. Such deviations often result the principle elements of all such skirmishing. in ostracism from the mound. Some queens, however, have • 1 H Bashing Weapons: can deliver “subdual” damage come to appreciate the value of these eccentrics for securing Attack to minimize lasting injury to opponents. Clerics of relations with outside groups. These then are the zinzan that The first and most fundamental characteristic of combat is the certain goodly orders, as well as most local peacekeepers, other characters are most likely to meet. inclination to strike out and (by will and weapon) visit harm employ these weapons for just such purposes. Players must announce their characters’ intentions to subdue Such sociological matters aside, zinzan are most renowned for upon one’s adversaries. The extent to which a combatant can adversaries and then attack at -10% to hit. Damage is also their acrobatic fighting style. Zinzan are capable of 2 dec high do this effectively is determined by the following formulae: decreased by one point per blow, but recovery from such leaps in which they hurl javelins, flip in the air, and land with attacks is appreciably faster than normal: 1 VIT point/ swords slashing through their enemies. Interval for every 10 VIT of the victim. Hand to hand combat: A character’s base chance to successfully strike a blow with tooth, claw, or any • 2 H Thrusting Weapons: can be set to receive an melee weapon is primary STAT Might + secondary adversary's charge. Here, defenders brace and ground STAT (1/2) Agility + Adventure Rank or less on d100. their weapons in order to impale oncoming attackers and/ Might: 2d10+3 Agility: 2d10+3 Vitality: 2d10 or their mounts. When done successfully, the aggressor's Hurled missile combat: A character’s base chance to MIT is added to the defender’s own for figuring the Intellect: 1d10+3 Wisdom: 2d10 Appeal: 1d10+3 hit with any thrown missile is primary STAT Agility + Base Move: 7 decs/round damage of this counterattack. ApexTHORN's mass secondary STAT (1/2) Might + Adventure Rank or less combat system contains more information on charging Natural Armor: 1 on d100. Natural Attacks: Bite for 1d6 damage into battle and its situational uses. Innate Abilities: Tracking, Guardian Bow combat: A character’s base chance to snipe a Drawbacks: Leader of Men, Castleworks • Wrapping Weapons: A critical hit (01 on percentiles) foe is primary STAT Agility + secondary STAT (1/2) automatically binds the victim, thereby preventing Wolven are the toughened dwellers of the northern realms. Agility +Adventure Rank or less on d100. combat actions of any type until he or she can break free Covered with thick brownish and black fur, wolven are (MIT roll to escape). Characters also have an additional essentially formidable looking 6 feet tall wolfmen. Highly *As a procedure, round all fractions down. 1% chance/10 AGL (3%/10 AGL for nets) of carrying muscled and lean, wolven fight for leadership within their out a somewhat less effective enfolding attack. Here, the isolated pack communities. Other species typically encounter opponent receives a DEF roll to avoid being caught, but if wolven who have lost such contests and chosen to withdraw, Weapons held, again needs a MIT roll to escape. rather than submit to a lesser role. Consequently, these loners In addition to these base-line capacities, the effects of are often angry and resentful toward any who would impose specific weapons must be considered. In the OFT10 system, • Missile Weapon Fire Rates & Aiming: Bows, hurled their will on them. Indeed, only the goblur can match the all armaments have offensive, defensive, and weapon speed weapons, and slings typically have an Attack rate of once/ quick temper and ferocity of wolven when slighted. The latter, factors (abbreviated OWF, DWF, and WSF). The higher round. Crossbows, somewhat slower to reload, fire once however, do not value anger for its own sake. Mainly, wolven these numbers are, the greater the advantage they confer every two rounds—assuming the user meets basic MIT are biding their time, hoping to grow stronger and wiser, so for purposes of determining overall Attack, Defense, and requirements for deployment. If he or she does not, this they can return home and assert their rightful place. Combat Order. To gain these bonuses, however, combatants rate drops to one attack every three rounds—indicating must have the required Weaponry and/or Missile Weaponry mechanical assistance in drawing the bow. As adventurers, wolven are outstanding scouts, trappers, skills. The Weapons Chart on the next two pages delineates rangers, and druids. They are, unfortunately, often confused some 10 classes of armaments available to Expedition-level All this said, characters deploying missile weapons can with werewolves by the ignorant and ill-informed. This characters. In addition to the aforementioned factors, it lays slow their fire rate by one round/attack so as to take may, in part, explain the gusto with which wolven hunt all out base weapon damage, MIT requirements for use, as well precise aim at their targets. This ten second assessment lycanthropes. as armament durabilities. The chart also lists effective ranges gives the archer, crossbowman, etc., a +10% chance to hit -22-Sample file-23--23-