HEARTS
Inspired by Marcia B.’s Cinco.
Character Creation
You have 3 hit points (HP), a saving throw (ST) of 11, and 3d6 coins.
Equipment
Purchase your equipment:
Item | Notes | Cost |
---|---|---|
Dagger | d4, can be thrown | 1 coins |
Club | d6 | 2 coins |
Sword | d8 | 10 coins |
Polearm | d10, 2H | 4 coins |
Bow | d6 | 4 coins |
Shield | +1 AP | 4 coins |
Maille | +1 AP | 20 coins |
Plate | +2 AP | 100 coins |
Wand | +1 Mana | 1 coins |
Staff | +3 Mana, 2H | 4 coins |
Spellbook | One random spell | 6 coins |
Skills
For everything except fighting and casting spells.
Roll 3d6 four times, assign the scores to four skills.
When using or testing a skill, roll under your skill on a d20 to succeed. If you fail, suffer a consequence, but increase your skill by 1.
Prole | Artisan | Bourgeois | Academic | Linguistic |
---|---|---|---|---|
Cooking | Blacksmith | Dance | History | Gnomish |
Hunt & Forage | Carpenter | Equestrianism | Surgery | Black Speech |
Stealth | Scribe | Appraisal | Alchemy | Pirate |
Animal Husbandry | Locksmith | Musician | Engineering | Liturgical |
Seamanship | Stonemason | Accounting | Barrister | Ogham |
A note on languages
- Gnomish - The language of gnomes, cats, small mammals, and songbirds.
- Black Speech - The language of the enemy.
- Pirate - The language of criminals, sailors, street musicians, Vikings, clowns, and other disreputable types.
- Liturgical - The language of the Church, their Demons, and the Undead.
- Ogham - A language found scarred into old birch trees. No known speakers.
Saving Throws
To make a saving throw, roll under your skill on a d20 to succeed. If you fail, suffer a consequence, but increase your ST by 1.
Combat
Reaction Rolls: When encountering a wandering monster or other entity, and their disposition is unknown, test the appropriate language skill to see if you can negotiate with them. On a failure, they are offended by your accent, and attack.
Initiative: Roll for initiative. Each side rolls d6, highest goes first.
Attacking:
- Choose opponent.
- Roll weapon dice. Deal damage based on the result:
- no hits on 3 or less
- 1 hit on 4+
- 2 hits on 8+
- 3 hits on 12+
- Hits are applied. Remove AP first, then HP
- When out of HP, dead or dying (or Critical Damage effect if using Cairn monsters)
Morale: Per MOSAIC rules.
Healing
Restore all AP at end of combat. Restore one HP or all Mana per night’s rest. Restore all HP and Mana with a week’s rest in town.
Spellcasting
- Animate Dead: Animate a number of undead equal to Mana spent. Roll d6 when spell ends: (1-3) undead become hostile, (4-5) undead collapse into dust, (6) undead serve the caster permanently.
- Augury: Perform a divination to determine whether a given course of action will result in “weal” or “woe”. The caster may ask one question per level. DM rolls a d6 secretly: on a 4+, the answer is truthful. Sacrifice one HP in blood to guarantee a truthful answer.
- Charm: Hostile creatures become neutral, neutral become friendly, and friendly creatures become infatuated. Affects a number of creatures equal to Mana spent.
- Circle of Protection: Draw a circle on the ground with chalk, salt, or blood. Undead, fey, demons, or other unnatural creatures cannot cross the boundary. Protects one creature per Mana spent.
- Control Weather: Control the weather, causing clear skies, storms, winds, etc as desired. Effects last for 1 day per Mana spent.
- Dominate: Release control of your own body and domineer that of a nearby creature. Subject saves to prevent.
- Fireball: Deals 1 damage per Mana spent to all targets in a small area (such as a melee or a room). Targets save for half damage.
- Fly: Fly at walking speed. Affects one creature per level. Spell is reliable for 10 minutes per Mana spent, then has a chance to end on each subsequent turn on a roll of 5+ on a d6.
- Hold Person: Paralyzes a number of creatures equal to Mana spent. Subjects save to avoid.
- Invisibility: Turn one creature per Mana spent invisible.
- Knock: Open one stuck or locked door within arm’s reach.
- Lightning Bolt: Deals 1 damage per Mana spent to all targets in a line. Targets save for half damage.
- Scry: Requires a mirror, crystal ball, still water, or similarly reflective surface. Remotely see and hear events that are up to 10 miles away per Mana spent.
- Sleep: Puts all within a small area (such as a melee, or a room) into a deep slumber. Subjects save to avoid.
-
Speak with Dead: Ask 1d6 questions of the corpse of a deceased intelligent creature. Reaction rolls apply and negotiation may be required. Corpse may be dead for a period of time based on Mana spent…
Mana spent Deceased for… 1 1 week 2 1 month 3 1 year 4 10 years 5 100 years 6 1000 years - Third Eye: You can see all invisible, ethereal, and shapechanged creatures in their true form. You also see the auras of spells (both cast and prepared) and enchanted objects.
- Tongues: You can comprehend all written and spoken languages.
- Water Breathing: Can breathe under water for 10 minutes per Mana spent. Affects one creature per Mana spent.
- Wind Barrier: Buffeting winds prevent missile attacks from harming those within. Protects one creature per Mana spent.
- Wizard Lock: Locks one door, chest, window, or similar portal. Requires a knock spell or similar magic to open.
Conversion from B/X
Give monster one HP per HD. Monsters do not have AP. If moderately armored (chain), give +1 HP. If heavily armored (plate), give +2 HP instead.
Attacks as damage die.
Saving throw as average of all categories, or 10 + HD.
Dragon’s breath, etc: Treat as spells. Give monster 1 Mana if slightly magical (gnome), 3 Mana if moderate (shaman), 6 Mana if majorly (lich, dragon).
Morale as B/X.
Conversion from Cairn
HP = HP
Armor of 1 or 2 gives +1 HP
Armor of 3 gives +2 HP
Attacks as damage die.
Saving throw as STR.
Morale per following table.
B/X Morale | WIL score |
---|---|
2 | 1 |
3 | 2 |
4 | 3 |
6 | 7 |
7 | 9 |
8 | 13 |
9 | 15 |
10 | 18 |
11 | 19 |
12 | 20 |
Table: Morale-to-WIL Conversion