VOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS73.87%
Net Worth
0.248USD
STEEM
0.002STEEM
SBD
0.398SBD
Effective Power
5.007SP
├── Own SP
0.985SP
└── Incoming DelegationsDeleg
+4.022SP
Detailed Balance
| STEEM | ||
| balance | 0.002STEEM | STEEM |
| market_balance | 0.000STEEM | STEEM |
| savings_balance | 0.000STEEM | STEEM |
| reward_steem_balance | 0.000STEEM | STEEM |
| STEEM POWER | ||
| Own SP | 0.985SP | SP |
| Delegated Out | 0.000SP | SP |
| Delegation In | 4.022SP | SP |
| Effective Power | 5.007SP | SP |
| Reward SP (pending) | 0.000SP | SP |
| SBD | ||
| sbd_balance | 0.398SBD | SBD |
| sbd_conversions | 0.000SBD | SBD |
| sbd_market_balance | 0.000SBD | SBD |
| savings_sbd_balance | 0.000SBD | SBD |
| reward_sbd_balance | 0.000SBD | SBD |
{
"balance": "0.002 STEEM",
"savings_balance": "0.000 STEEM",
"reward_steem_balance": "0.000 STEEM",
"vesting_shares": "1601.846700 VESTS",
"delegated_vesting_shares": "0.000000 VESTS",
"received_vesting_shares": "6541.813106 VESTS",
"sbd_balance": "0.398 SBD",
"savings_sbd_balance": "0.000 SBD",
"reward_sbd_balance": "0.000 SBD",
"conversions": []
}Account Info
| name | td10 |
| id | 349268 |
| rank | 569,335 |
| reputation | 4341395668 |
| created | 2017-09-02T19:00:24 |
| recovery_account | steem |
| proxy | None |
| post_count | 17 |
| comment_count | 0 |
| lifetime_vote_count | 0 |
| witnesses_voted_for | 0 |
| last_post | 2022-10-10T03:08:03 |
| last_root_post | 2022-10-10T03:08:03 |
| last_vote_time | 2022-07-02T03:43:39 |
| proxied_vsf_votes | 0, 0, 0, 0 |
| can_vote | 1 |
| voting_power | 0 |
| delayed_votes | 0 |
| balance | 0.002 STEEM |
| savings_balance | 0.000 STEEM |
| sbd_balance | 0.398 SBD |
| savings_sbd_balance | 0.000 SBD |
| vesting_shares | 1601.846700 VESTS |
| delegated_vesting_shares | 0.000000 VESTS |
| received_vesting_shares | 6541.813106 VESTS |
| reward_vesting_balance | 0.000000 VESTS |
| vesting_balance | 0.000 STEEM |
| vesting_withdraw_rate | 0.000000 VESTS |
| next_vesting_withdrawal | 1969-12-31T23:59:59 |
| withdrawn | 0 |
| to_withdraw | 0 |
| withdraw_routes | 0 |
| savings_withdraw_requests | 0 |
| last_account_recovery | 1970-01-01T00:00:00 |
| reset_account | null |
| last_owner_update | 1970-01-01T00:00:00 |
| last_account_update | 2022-06-20T03:54:36 |
| mined | No |
| sbd_seconds | 0 |
| sbd_last_interest_payment | 1970-01-01T00:00:00 |
| savings_sbd_last_interest_payment | 1970-01-01T00:00:00 |
{
"active": {
"account_auths": [],
"key_auths": [
[
"STM5YqGTzZYrnrcdThdjh24ZjFshBNLQSLVs7pJzeqA42EJW3JNe2",
1
]
],
"weight_threshold": 1
},
"balance": "0.002 STEEM",
"can_vote": true,
"comment_count": 0,
"created": "2017-09-02T19:00:24",
"curation_rewards": 0,
"delegated_vesting_shares": "0.000000 VESTS",
"downvote_manabar": {
"current_mana": 2035914951,
"last_update_time": 1779088455
},
"guest_bloggers": [],
"id": 349268,
"json_metadata": "{\"profile\":{\"profile_image\":\"https://tinyd10.files.wordpress.com/2017/09/twitpic.png\",\"cover_image\":\"http://www.drodd.com/images14/black18.png\",\"name\":\"Tiny d10\",\"about\":\"A tiny, rules-light RPG with a growing library of game content, including adventures, maps, monsters, and more!\",\"location\":\"US\",\"website\":\"https://tinyd10.com\"}}",
"last_account_recovery": "1970-01-01T00:00:00",
"last_account_update": "2022-06-20T03:54:36",
"last_owner_update": "1970-01-01T00:00:00",
"last_post": "2022-10-10T03:08:03",
"last_root_post": "2022-10-10T03:08:03",
"last_vote_time": "2022-07-02T03:43:39",
"lifetime_vote_count": 0,
"market_history": [],
"memo_key": "STM81v2XDsFicdFmUJYY8LAVg7BKatWHSS1jjdvxvjRuMuEvTBGQo",
"mined": false,
"name": "td10",
"next_vesting_withdrawal": "1969-12-31T23:59:59",
"other_history": [],
"owner": {
"account_auths": [],
"key_auths": [
[
"STM8aNXYS5gfTJHuD2XtcCDX2JLW7wcQymGcQWHtE9jwWoXmbsGRr",
1
]
],
"weight_threshold": 1
},
"pending_claimed_accounts": 0,
"post_bandwidth": 0,
"post_count": 17,
"post_history": [],
"posting": {
"account_auths": [],
"key_auths": [
[
"STM86yEfaWLYCsbV5UxccwQK7bw2GM6MgfKX7qazhErwxvkPVbwML",
1
]
],
"weight_threshold": 1
},
"posting_json_metadata": "{\"profile\":{\"profile_image\":\"https://tinyd10.files.wordpress.com/2017/09/twitpic.png\",\"name\":\"Tiny d10\",\"about\":\"The free, tiny RPG!\",\"location\":\"US\",\"website\":\"https://tinyd10.miraheze.org/\",\"version\":2,\"cover_image\":\"http://www.clker.com/cliparts/y/7/W/m/R/5/transparent-black-circle-hi.png\"}}",
"posting_rewards": 553,
"proxied_vsf_votes": [
0,
0,
0,
0
],
"proxy": "",
"received_vesting_shares": "6541.813106 VESTS",
"recovery_account": "steem",
"reputation": "4341395668",
"reset_account": "null",
"reward_sbd_balance": "0.000 SBD",
"reward_steem_balance": "0.000 STEEM",
"reward_vesting_balance": "0.000000 VESTS",
"reward_vesting_steem": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"savings_sbd_balance": "0.000 SBD",
"savings_sbd_last_interest_payment": "1970-01-01T00:00:00",
"savings_sbd_seconds": "0",
"savings_sbd_seconds_last_update": "1970-01-01T00:00:00",
"savings_withdraw_requests": 0,
"sbd_balance": "0.398 SBD",
"sbd_last_interest_payment": "1970-01-01T00:00:00",
"sbd_seconds": "0",
"sbd_seconds_last_update": "2022-06-25T17:42:36",
"tags_usage": [],
"to_withdraw": 0,
"transfer_history": [],
"vesting_balance": "0.000 STEEM",
"vesting_shares": "1601.846700 VESTS",
"vesting_withdraw_rate": "0.000000 VESTS",
"vote_history": [],
"voting_manabar": {
"current_mana": "8143659806",
"last_update_time": 1779088455
},
"voting_power": 0,
"withdraw_routes": 0,
"withdrawn": 0,
"witness_votes": [],
"witnesses_voted_for": 0,
"rank": 569335
}Withdraw Routes
| Incoming | Outgoing |
|---|---|
Empty | Empty |
{
"incoming": [],
"outgoing": []
}From Date
To Date
2026/05/18 07:14:15
2026/05/18 07:14:15
| delegator | steem |
| delegatee | td10 |
| vesting shares | 6541.813106 VESTS |
| Transaction Info | Block #106151795/Trx 8eb93115b2258008cdd4b6f56abdb81311d4ff12 |
View Raw JSON Data
{
"trx_id": "8eb93115b2258008cdd4b6f56abdb81311d4ff12",
"block": 106151795,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-05-18T07:14:15",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "td10",
"vesting_shares": "6541.813106 VESTS"
}
]
}2026/05/13 08:13:36
2026/05/13 08:13:36
| delegator | steem |
| delegatee | td10 |
| vesting shares | 3829.602701 VESTS |
| Transaction Info | Block #106009695/Trx 3a3e6ad49bf96ec735377fb92701a87ae9ad64c9 |
View Raw JSON Data
{
"trx_id": "3a3e6ad49bf96ec735377fb92701a87ae9ad64c9",
"block": 106009695,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-05-13T08:13:36",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "td10",
"vesting_shares": "3829.602701 VESTS"
}
]
}2026/04/26 06:24:48
2026/04/26 06:24:48
| delegator | steem |
| delegatee | td10 |
| vesting shares | 6554.328862 VESTS |
| Transaction Info | Block #105519254/Trx 4a9f36ffcfb313df7bb3a3d6891146156f47f360 |
View Raw JSON Data
{
"trx_id": "4a9f36ffcfb313df7bb3a3d6891146156f47f360",
"block": 105519254,
"trx_in_block": 0,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-04-26T06:24:48",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "td10",
"vesting_shares": "6554.328862 VESTS"
}
]
}2026/01/24 02:36:27
2026/01/24 02:36:27
| delegator | steem |
| delegatee | td10 |
| vesting shares | 3871.149520 VESTS |
| Transaction Info | Block #102874331/Trx 7284363e5349777f00cd562d79c757f34862b0ca |
View Raw JSON Data
{
"trx_id": "7284363e5349777f00cd562d79c757f34862b0ca",
"block": 102874331,
"trx_in_block": 1,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-01-24T02:36:27",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "td10",
"vesting_shares": "3871.149520 VESTS"
}
]
}2024/12/17 21:45:21
2024/12/17 21:45:21
| delegator | steem |
| delegatee | td10 |
| vesting shares | 4035.368717 VESTS |
| Transaction Info | Block #91320529/Trx 62fc24db69716a24c59f734fbe332b82b5d7c397 |
View Raw JSON Data
{
"trx_id": "62fc24db69716a24c59f734fbe332b82b5d7c397",
"block": 91320529,
"trx_in_block": 8,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2024-12-17T21:45:21",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "td10",
"vesting_shares": "4035.368717 VESTS"
}
]
}td10published a new post: tiny-d10-is-so-back2024/05/07 01:20:51
td10published a new post: tiny-d10-is-so-back
2024/05/07 01:20:51
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | tiny-d10-is-so-back |
| title | Update: The Return of Tiny d10 |
| body | @@ -52,19 +52,16 @@ d10 is -so back. We @@ -690,254 +690,64 @@ lany -. %3C/p%3E%0A%3Cp%3EAnd of course, in the event that we can breathe a little life into the Steemit RPG %3Ca href=%22https://steemit.com/created/hive-131111%22%3Ecommunity%3C/a%3E, there's always the possibility that I'll game master an adventure in my newest +, and eventually some content from the upcoming Tiny d10 set @@ -751,20 +751,16 @@ setting, - the %3Cstrong @@ -760,16 +760,20 @@ %3Cstrong%3E +The Island o |
| json metadata | {"tags":["fantasy","tabletop","td10"],"image":["https://cdn.steemitimages.com/DQmPrS7c1MFZMKn96uSFxiYHzmURTbpFFDoqMarEgz1HLo7/Horizontal%20Line%20(Top%20-%20Transparent).png"],"links":["https://steemit.com/rpg/@td10/tiny-d10-a-free-tiny-rpg"],"app":"steemit/0.2","format":"html"} |
| Transaction Info | Block #84870017/Trx 0f2749d474a6a3e2fdc7f9533006a06e11fbf76f |
View Raw JSON Data
{
"trx_id": "0f2749d474a6a3e2fdc7f9533006a06e11fbf76f",
"block": 84870017,
"trx_in_block": 4,
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"timestamp": "2024-05-07T01:20:51",
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{
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"parent_permlink": "rpg",
"author": "td10",
"permlink": "tiny-d10-is-so-back",
"title": "Update: The Return of Tiny d10",
"body": "@@ -52,19 +52,16 @@\n d10 is \n-so \n back. We\n@@ -690,254 +690,64 @@\n lany\n-. %3C/p%3E%0A%3Cp%3EAnd of course, in the event that we can breathe a little life into the Steemit RPG %3Ca href=%22https://steemit.com/created/hive-131111%22%3Ecommunity%3C/a%3E, there's always the possibility that I'll game master an adventure in my newest\n+, and eventually some content from the upcoming Tiny d10\n set\n@@ -751,20 +751,16 @@\n setting,\n- the\n %3Cstrong\n@@ -760,16 +760,20 @@\n %3Cstrong%3E\n+The \n Island o\n",
"json_metadata": "{\"tags\":[\"fantasy\",\"tabletop\",\"td10\"],\"image\":[\"https://cdn.steemitimages.com/DQmPrS7c1MFZMKn96uSFxiYHzmURTbpFFDoqMarEgz1HLo7/Horizontal%20Line%20(Top%20-%20Transparent).png\"],\"links\":[\"https://steemit.com/rpg/@td10/tiny-d10-a-free-tiny-rpg\"],\"app\":\"steemit/0.2\",\"format\":\"html\"}"
}
]
}td10published a new post: update-some-crap-about-the-future2024/05/07 01:17:36
td10published a new post: update-some-crap-about-the-future
2024/05/07 01:17:36
| parent author | |
| parent permlink | td10 |
| author | td10 |
| permlink | update-some-crap-about-the-future |
| title | Update: The End of Tiny d10(.com) |
| body | @@ -1,48 +1,17 @@ -Just (another) brief update to announce that +Quick update: %5Bti @@ -195,317 +195,50 @@ re. -Furthermore, I no longer see much value in maintaining a dedicated website at all. So, I'm in the process of migrating the content hosted there to %5BSteemit%5D(https://steemit.com/@td10), which will be Tiny d10's new home for the foreseeable future. Anything not found here will at some point end up on the %5Bwiki +All content is being migrated to %5Btd10.org %5D(ht @@ -248,42 +248,15 @@ ://t -iny d10. -miraheze.org/wiki/Main_Page +org ), i @@ -509,16 +509,27 @@ gk.html? +q=tiny+d10& page=1&p @@ -818,183 +818,8 @@ ion. - It becomes less like roots and more like mycelium. I'm not sure yet how it will manifest, but I lean not on my own understanding and instead just look forward to finding out. %0A%0AIf |
| json metadata | {"tags":["rpg","tabletop","fantasy"],"image":["https://cdn.steemitimages.com/DQmPAjKDtR1gkNvmrgKPMKqrnTVLYU1GPUNuA5GyybDUoXt/td10fc-back.png"],"links":["https://tinyd10.com","https://td10.org","https://www.lulu.com/shop/aaron-carlson/tiny-d10-fantasy-core/paperback/product-vwmmgk.html?q=tiny+d10&page=1&pageSize=4"],"app":"steemit/0.2","format":"markdown"} |
| Transaction Info | Block #84869952/Trx 885cd9b341229b821a1f3939d7084771ac373d71 |
View Raw JSON Data
{
"trx_id": "885cd9b341229b821a1f3939d7084771ac373d71",
"block": 84869952,
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{
"parent_author": "",
"parent_permlink": "td10",
"author": "td10",
"permlink": "update-some-crap-about-the-future",
"title": "Update: The End of Tiny d10(.com)",
"body": "@@ -1,48 +1,17 @@\n-Just (another) brief update to announce that\n+Quick update:\n %5Bti\n@@ -195,317 +195,50 @@\n re. \n-Furthermore, I no longer see much value in maintaining a dedicated website at all. So, I'm in the process of migrating the content hosted there to %5BSteemit%5D(https://steemit.com/@td10), which will be Tiny d10's new home for the foreseeable future. Anything not found here will at some point end up on the %5Bwiki\n+All content is being migrated to %5Btd10.org\n %5D(ht\n@@ -248,42 +248,15 @@\n ://t\n-iny\n d10.\n-miraheze.org/wiki/Main_Page\n+org\n ), i\n@@ -509,16 +509,27 @@\n gk.html?\n+q=tiny+d10&\n page=1&p\n@@ -818,183 +818,8 @@\n ion.\n- It becomes less like roots and more like mycelium. I'm not sure yet how it will manifest, but I lean not on my own understanding and instead just look forward to finding out.\n %0A%0AIf\n",
"json_metadata": "{\"tags\":[\"rpg\",\"tabletop\",\"fantasy\"],\"image\":[\"https://cdn.steemitimages.com/DQmPAjKDtR1gkNvmrgKPMKqrnTVLYU1GPUNuA5GyybDUoXt/td10fc-back.png\"],\"links\":[\"https://tinyd10.com\",\"https://td10.org\",\"https://www.lulu.com/shop/aaron-carlson/tiny-d10-fantasy-core/paperback/product-vwmmgk.html?q=tiny+d10&page=1&pageSize=4\"],\"app\":\"steemit/0.2\",\"format\":\"markdown\"}"
}
]
}2023/11/14 13:24:36
2023/11/14 13:24:36
| delegator | steem |
| delegatee | td10 |
| vesting shares | 4204.502249 VESTS |
| Transaction Info | Block #79874635/Trx c98ec5b88bd56d2a78b648fe4f643569107a5766 |
View Raw JSON Data
{
"trx_id": "c98ec5b88bd56d2a78b648fe4f643569107a5766",
"block": 79874635,
"trx_in_block": 2,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2023-11-14T13:24:36",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "td10",
"vesting_shares": "4204.502249 VESTS"
}
]
}2023/09/23 05:49:33
2023/09/23 05:49:33
| delegator | steem |
| delegatee | td10 |
| vesting shares | 7140.796227 VESTS |
| Transaction Info | Block #78386120/Trx 7b7b042d50b2625d6338b275919967666e397454 |
View Raw JSON Data
{
"trx_id": "7b7b042d50b2625d6338b275919967666e397454",
"block": 78386120,
"trx_in_block": 10,
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"timestamp": "2023-09-23T05:49:33",
"op": [
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{
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"delegatee": "td10",
"vesting_shares": "7140.796227 VESTS"
}
]
}td10published a new post: tiny-d10-a-free-tiny-rpg2023/09/03 19:44:51
td10published a new post: tiny-d10-a-free-tiny-rpg
2023/09/03 19:44:51
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | tiny-d10-a-free-tiny-rpg |
| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
| body | @@ -405,18 +405,15 @@ ://t -iny d10. -com +org !%3C/p |
| json metadata | {"app":"steemit/0.2","format":"html","links":["https://td10.org"],"tags":["games","fantasy","tinyd10","td10"],"image":["https://cdn.steemitimages.com/DQmY5rp4hHq8cC9CUrtZncvXLypL7PpkNWtGdMJNzKhMepp/image.png","https://cdn.steemitimages.com/DQmPrS7c1MFZMKn96uSFxiYHzmURTbpFFDoqMarEgz1HLo7/Horizontal%20Line%20(Top%20-%20Transparent).png"]} |
| Transaction Info | Block #77828717/Trx e36339e6a713e062edcbc2ed221bee77ee18707a |
View Raw JSON Data
{
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"author": "td10",
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"body": "@@ -405,18 +405,15 @@\n ://t\n-iny\n d10.\n-com\n+org\n !%3C/p\n",
"json_metadata": "{\"app\":\"steemit/0.2\",\"format\":\"html\",\"links\":[\"https://td10.org\"],\"tags\":[\"games\",\"fantasy\",\"tinyd10\",\"td10\"],\"image\":[\"https://cdn.steemitimages.com/DQmY5rp4hHq8cC9CUrtZncvXLypL7PpkNWtGdMJNzKhMepp/image.png\",\"https://cdn.steemitimages.com/DQmPrS7c1MFZMKn96uSFxiYHzmURTbpFFDoqMarEgz1HLo7/Horizontal%20Line%20(Top%20-%20Transparent).png\"]}"
}
]
}2023/01/09 05:10:00
2023/01/09 05:10:00
| delegator | steem |
| delegatee | td10 |
| vesting shares | 7315.684182 VESTS |
| Transaction Info | Block #71023373/Trx 9f6b2035cede51fe97af1d46f7ae68e115c348ba |
View Raw JSON Data
{
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"timestamp": "2023-01-09T05:10:00",
"op": [
"delegate_vesting_shares",
{
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"delegatee": "td10",
"vesting_shares": "7315.684182 VESTS"
}
]
}2022/11/03 18:50:36
2022/11/03 18:50:36
| delegator | steem |
| delegatee | td10 |
| vesting shares | 26095.004168 VESTS |
| Transaction Info | Block #69121788/Trx e612bae4600379ae89a73c8eee8a7ba22f94f6b7 |
View Raw JSON Data
{
"trx_id": "e612bae4600379ae89a73c8eee8a7ba22f94f6b7",
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"op": [
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{
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alexmove.witnesssent 0.001 STEEM to @td10- "Please support me @alexmove.witness as witness on site https://steemitwallet.com/~witnesses. I send daily Witness vote STEEM reward and voted for some posts of those who voted. Your vote is very impor..."
2022/10/10 04:16:06
| from | alexmove.witness |
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}td10published a new post: note-on-lawful-enchanting2022/10/10 03:08:03
td10published a new post: note-on-lawful-enchanting
2022/10/10 03:08:03
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}td10upvoted (100.00%) @goonyoung / re5lca2022/07/02 03:43:39
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2022/07/02 03:43:39
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}td10upvoted (100.00%) @cryptokannon / newcomers-community-announcement-updated-30-june-20222022/07/02 03:39:57
td10upvoted (100.00%) @cryptokannon / newcomers-community-announcement-updated-30-june-2022
2022/07/02 03:39:57
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2022/07/02 03:38:06
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}td10published a new post: table-1d10-dungeon-ambience2022/07/02 03:14:39
td10published a new post: table-1d10-dungeon-ambience
2022/07/02 03:14:39
| parent author | |
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| permlink | table-1d10-dungeon-ambience |
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}td10published a new post: table-1d10-spooky-events2022/07/02 03:13:24
td10published a new post: table-1d10-spooky-events
2022/07/02 03:13:24
| parent author | |
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| author | td10 |
| permlink | table-1d10-spooky-events |
| title | Table: 1d10 Spooky Events |
| body | @@ -121,16 +121,137 @@ air.*%0A%0A +!%5Braven (white).png%5D(https://cdn.steemitimages.com/DQmT8zG1CM6nePo2wA4MYEYwq6fqcGnwbbdDcWyPmyo1uwv/raven%2520(white).png)%0A%0A These si |
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}td10updated options for rule-mounted-combat2022/07/02 03:08:42
td10updated options for rule-mounted-combat
2022/07/02 03:08:42
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}td10published a new post: rule-mounted-combat2022/07/02 03:08:42
td10published a new post: rule-mounted-combat
2022/07/02 03:08:42
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | rule-mounted-combat |
| title | Rule: Mounted Combat |
| body | Any time an entity is riding a mount (e.g. horse) while attacking an opponent, they are engaging in mounted combat. Mounted combat generally confers: advantage on all melee attacks; -1 to attacks targeting the rider; +1 damage bonus; and moving at the movement range of the mount.  ### Mounting & Dismounting Mounting a creature occurs during the rider’s movement sequence. It costs half of the rider’s movement range to mount the creature, or all if the mount is considered large in size (e.g. mammoth). If the rider has moved greater than half of his or her movement range to reach the mount, he or she will be unable to mount it until their next combat turn. Dismounting a creature costs half of the rider’s movement range, or all, if the mount is large. An alternative technique—the *swift dismount*—can be used at the cost of 1 power point (2 power points if the mount is large). When swiftly dismounting, the rider incurs no movement penalty, and gains a +1 melee attack bonus for his or her combat turn. ### Controlling a Mount How well a rider can control his or her mount depends on three factors: the rider’s experience, both in general and with the mount; how well trained the mount is; and environmental or otherwise external conditions (e.g. terrain, weather, fog of war, etc.). These factors will assist the GM in determining the toughness level of controlling the mount in adverse situations. In these situations, the rider must succeed a power or reflex check of that toughness; if failed, the rider must succeed a **T5 power** or **reflex save** or be thrown from the mount. ### Mounts in Combat If the mount is sufficiently well-trained, a rider may use any abilities possessed by the creature on his or her combat turn as an additional action, and for the ability’s cost in power points. Each time a mount is damaged in combat, roll 1d10: if the result is 5 or lower, the rider must succeed a **T5 power** or **reflex save** to prevent being thrown from the mount. If the mount is slain while its rider is mounted, the rider must succeed a *T5 reflex save* or be knocked prone in the fall.  *Keep your eyes on the horizon for some mounted monsters, coming soon!* |
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}td10published a new post: introducing-locations2022/07/02 02:48:18
td10published a new post: introducing-locations
2022/07/02 02:48:18
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | introducing-locations |
| title | Introducing: Locations |
| body | @@ -797,28 +797,38 @@ y**!%0A%0A!%5B -CastleDanger +The Moon-at-Sea's Gate .png%5D(ht @@ -862,65 +862,79 @@ /DQm -QHxHJTucx3RMdxU4QAmxDEv1zQr8sjMJ7KUD64qkjkuL/CastleDanger +VEtiAfFhyViVr5mEBVms8Up5T7EgSJpF1SGfDpPjQEPL/The%2520Moon-at-Sea's%2520Gate .png |
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}td10updated options for table-1d10-dungeon-ambience2022/07/01 03:46:21
td10updated options for table-1d10-dungeon-ambience
2022/07/01 03:46:21
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}td10published a new post: table-1d10-dungeon-ambience2022/07/01 03:46:21
td10published a new post: table-1d10-dungeon-ambience
2022/07/01 03:46:21
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | table-1d10-dungeon-ambience |
| title | Table: 1d10 Dungeon Ambience |
| body | ## It Came from a Hole In the Earth *The rough-hewn passage plunges deep into the darkness ahead. From within its depths, though yet unglimpsed, black eyes glare balefully back.*  These ominous incidents can be introduced at any time to add ambience and flavor to a dungeon crawl. At the game master's discretion, roll 1d10 and use the table below to determine what event occurs. 1. A low, mournful wail, carried by a soft gust of icy wind, falls on the party's ears. 2. Slime coats the floor, squishing sickly beneath the party’s feet and emitting vulgar belching sounds with each step (make a **wandering monster check**). 3. A dry crunching—like that of bones between strong teeth—echoes from somewhere in the blackness ahead. 4. The dripping of water into a shallow pool—infrequent enough to almost forget, but persistent enough to grate the nerves—sounds from some indeterminable source. 5. Large swathes of lichen dot the stony walls, giving off a faint blue glow and casting strange shadows that seem to move of their own volition. 6. Indistinct whispers circle the party's heads like the flutter of wings, then cease as abruptly as they began. 7. Soft notes, plucked from a distant harp, float through the stale air; a feminine voice sings in a language unknown. 8. The stink of sulfur comes on a single gust of hot air, burning the nose and bringing tears to the eyes. 9. The next time the party encounters a trap, a disembodied voice hisses: “Wait!” in an attempt to warn them of the danger. 10. A mighty gust of wind extinguishes all flame-based illumination.  *More random tables are on their way. Want to see something in particular? Let me know!* |
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"title": "Table: 1d10 Dungeon Ambience",
"body": "## It Came from a Hole In the Earth\n\n*The rough-hewn passage plunges deep into the darkness ahead. From within its depths, though yet unglimpsed, black eyes glare balefully back.*\n\n\n\nThese ominous incidents can be introduced at any time to add ambience and flavor to a dungeon crawl. At the game master's discretion, roll 1d10 and use the table below to determine what event occurs.\n\n1. A low, mournful wail, carried by a soft gust of icy wind, falls on the party's ears.\n2. Slime coats the floor, squishing sickly beneath the party’s feet and emitting vulgar belching sounds with each step (make a **wandering monster check**).\n3. A dry crunching—like that of bones between strong teeth—echoes from somewhere in the blackness ahead.\n4. The dripping of water into a shallow pool—infrequent enough to almost forget, but persistent enough to grate the nerves—sounds from some indeterminable source.\n5. Large swathes of lichen dot the stony walls, giving off a faint blue glow and casting strange shadows that seem to move of their own volition.\n6. Indistinct whispers circle the party's heads like the flutter of wings, then cease as abruptly as they began.\n7. Soft notes, plucked from a distant harp, float through the stale air; a feminine voice sings in a language unknown.\n8. The stink of sulfur comes on a single gust of hot air, burning the nose and bringing tears to the eyes. \n9. The next time the party encounters a trap, a disembodied voice hisses: “Wait!” in an attempt to warn them of the danger.\n10. A mighty gust of wind extinguishes all flame-based illumination.\n\n\n\n*More random tables are on their way. Want to see something in particular? Let me know!*",
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}td10published a new post: introducing-locations2022/06/28 04:39:36
td10published a new post: introducing-locations
2022/06/28 04:39:36
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| title | Introducing: Locations |
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}td10updated options for introducing-locations2022/06/28 04:35:09
td10updated options for introducing-locations
2022/06/28 04:35:09
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}td10published a new post: introducing-locations2022/06/28 04:35:09
td10published a new post: introducing-locations
2022/06/28 04:35:09
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | introducing-locations |
| title | Introducing: Locations |
| body | Locations are *the* central component of any tabletop RPG, and an interesting, well-developed location is essential to a good game session. That being said, when running a game on the fly (which is the only way I play these days), it's not always easy to create high quality locations. Random tables are a good tool as they can facilitate this approach by enabling game masters to generate locations as they go, but I have found that they work better in theory than in practice. A far better option is a library of modular, setting-independent locations that can be dropped into any pre-generated map (I'm partial to this [generator](https://watabou.itch.io/medieval-fantasy-city-generator) for such a task). My friends, I am creating such a library: I give you **locations, for Tiny d10 Fantasy**!  A collection of plug and play haunts, hollows, sites, and spots filled with adventure, loot, NPCs, hooks, and more—all designed to be immediately dropped into your custom settings, maps, and one-off sessions. Containing just enough detail to make them useful but not so much as to slow down their implementation, they are designed with the utmost compatibility in mind. Each location will be introduced here, but shared also at TD10's new (and still very much under development) [Github page](https://github.com/aar0/tiny-d10) for ease of access and searchability. The first location will be released shortly and features a portal—found in even the most mundane bookstores the realm over—that leads into an interdimensional library of literally infinite possibilities.  *Ideas for locations? Share them below and I'll incorporate them into the collection! |
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}td10upvoted (100.00%) @dobartim / history-repeats-itself-only-in-a-sophisticated-way2022/06/25 17:49:03
td10upvoted (100.00%) @dobartim / history-repeats-itself-only-in-a-sophisticated-way
2022/06/25 17:49:03
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2022/06/25 17:47:51
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| body | Many such cases of little kernels of truth being sown into popular media. Our current financial system being insulated from consequences is absolutely the problem. Any thoughts on the "buy silver, end the Fed" movement? I'd like to believe that the power to put the screws to them is in our grasp, but I'm not so optimistic. |
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"body": "Many such cases of little kernels of truth being sown into popular media. Our current financial system being insulated from consequences is absolutely the problem. \n\nAny thoughts on the \"buy silver, end the Fed\" movement? I'd like to believe that the power to put the screws to them is in our grasp, but I'm not so optimistic.",
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}td10upvoted (100.00%) @jondoe / the-bank-can-never-go-broke-and-that-s-the-problem2022/06/25 17:43:39
td10upvoted (100.00%) @jondoe / the-bank-can-never-go-broke-and-that-s-the-problem
2022/06/25 17:43:39
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}td10upvoted (100.00%) @blackeyedm / 5gmvjj-rance2022/06/25 17:43:24
td10upvoted (100.00%) @blackeyedm / 5gmvjj-rance
2022/06/25 17:43:24
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}td10upvoted (100.00%) @zerosumgame / rduomw2022/06/24 02:17:30
td10upvoted (100.00%) @zerosumgame / rduomw
2022/06/24 02:17:30
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}td10custom json: notify2022/06/24 02:12:21
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}upvoteandresteemreplied to @td10 / 20220624t012210111z2022/06/24 01:22:09
upvoteandresteemreplied to @td10 / 20220624t012210111z
2022/06/24 01:22:09
| parent author | td10 |
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| permlink | 20220624t012210111z |
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}upvoteandresteemupvoted (1.11%) @td10 / table-1d10-spooky-events2022/06/24 01:21:45
upvoteandresteemupvoted (1.11%) @td10 / table-1d10-spooky-events
2022/06/24 01:21:45
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}td10updated options for table-1d10-spooky-events2022/06/24 01:21:33
td10updated options for table-1d10-spooky-events
2022/06/24 01:21:33
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}td10published a new post: table-1d10-spooky-events2022/06/24 01:21:33
td10published a new post: table-1d10-spooky-events
2022/06/24 01:21:33
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | table-1d10-spooky-events |
| title | Table: 1d10 Spooky Events |
| body | ## Strange Happenings *Something foul is afoot. There's an unrest in folks around here – an unseasonable current in the air.* These sinister portents can occur at any time, and can be used to add atmosphere and suspense to a party’s investigation. At your discretion, roll 1d10, and use the table below to determine what event occurs. **1d10 Spooky Events** 1. Every reflective surface (mirror, pool of water, sword's edge, etc.) in the nearby area suddenly ceases to show the viewer’s reflection, and instead depicts a close but forgotten location shrouded in fog and mystery. This effect lasts for mere minutes, and ends as abruptly as it began. 2. Heavy storm clouds rapidly form over the town and unleash a torrent of dead, rotting fish. The deluge lasts for 1d10 minutes. 3. A shadowy figure is spotted lurking just around a nearby corner. If pursued, nothing and no one is found. 4. A strange stillness descends, silencing voices and any other natural sound; distant and indistinct whispers are all that can be heard. 5. A murder of ravens descends upon the town. They are silent as death, and watch every passerby through ominous, empty eyes. 6. Though the air is still, loose items (clothes, trees, window panes, etc.) rustle impatiently. 7. Every door knob nearby twists and turns, as though it were being opened – yet there no one on the other side. 8. A sudden, powerful gust of wind tears at any caught within its gale; those within hear the unsettling sound of screams. 9. Any form of illumination – torch or candle light, magical glow, etc. – is suddenly extinguished. If this event occurs at during the day, even the sun dims; if at night, the stars flicker like a guttering flame. The effect lasts for no more than a few moments. 10. A volley of rocks strikes a nearby structure, breaking windows, damaging the exterior, and alarming its inhabitants, though the assailants are nowhere to be found, and leave no evidence of their attack – save for the rocks.  *1d10 Spooky Events Part II coming soon! Want to contribute? Leave a comment below describing your strange goings-on!* |
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"title": "Table: 1d10 Spooky Events",
"body": "## Strange Happenings\n\n*Something foul is afoot. There's an unrest in folks around here – an unseasonable current in the air.*\n\nThese sinister portents can occur at any time, and can be used to add atmosphere and suspense to a party’s investigation. At your discretion, roll 1d10, and use the table below to determine what event occurs.\n\n**1d10 Spooky Events**\n\n1. Every reflective surface (mirror, pool of water, sword's edge, etc.) in the nearby area suddenly ceases to show the viewer’s reflection, and instead depicts a close but forgotten location shrouded in fog and mystery. This effect lasts for mere minutes, and ends as abruptly as it began.\n2. Heavy storm clouds rapidly form over the town and unleash a torrent of dead, rotting fish. The deluge lasts for 1d10 minutes.\n3. A shadowy figure is spotted lurking just around a nearby corner. If pursued, nothing and no one is found.\n4. A strange stillness descends, silencing voices and any other natural sound; distant and indistinct whispers are all that can be heard. \n5. A murder of ravens descends upon the town. They are silent as death, and watch every passerby through ominous, empty eyes.\n6. Though the air is still, loose items (clothes, trees, window panes, etc.) rustle impatiently.\n7. Every door knob nearby twists and turns, as though it were being opened – yet there no one on the other side.\n8. A sudden, powerful gust of wind tears at any caught within its gale; those within hear the unsettling sound of screams.\n9. Any form of illumination – torch or candle light, magical glow, etc. – is suddenly extinguished. If this event occurs at during the day, even the sun dims; if at night, the stars flicker like a guttering flame. The effect lasts for no more than a few moments.\n10. A volley of rocks strikes a nearby structure, breaking windows, damaging the exterior, and alarming its inhabitants, though the assailants are nowhere to be found, and leave no evidence of their attack – save for the rocks.\n\n\n\n*1d10 Spooky Events Part II coming soon! Want to contribute? Leave a comment below describing your strange goings-on!*",
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}td10upvoted (100.00%) @cyberrn / 20220623-or2022/06/23 20:44:30
td10upvoted (100.00%) @cyberrn / 20220623-or
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}td10upvoted (100.00%) @goonyoung / rdrtfi2022/06/23 02:53:09
td10upvoted (100.00%) @goonyoung / rdrtfi
2022/06/23 02:53:09
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}td10published a new post: rule-monster-size2022/06/23 02:52:00
td10published a new post: rule-monster-size
2022/06/23 02:52:00
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | rule-monster-size |
| title | Rule: Monster Size |
| body |  To improve the granularity and realism of combat, the optional “monster size” rule may be used. This rule increases or decreases an attacker’s odds of striking his or her target based on the size of the monster. *Extra small (XS)* – attacker suffers -1 to melee and ranged attacks against extra small monsters (e.g. pixies, fairies, imps, etc.) *Small (S)* – attacker suffers -1 to ranged attacks against small monsters (e.g. giant rats, blackscale leeches, cave nymphs, etc.) *Medium (M)* – no effect (e.g. werewolves, humans, hobgoblins, etc.) *Large (L)* – attacker gains +1 to ranged attacks against large monsters (ogres, giants, basilisks, etc.) *Extra large (XL)* – attacker gains +1 to melee and ranged attacks against extra large monsters (dragons, bathemoths, tyrannosaurs, etc.)  |
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"body": "\n\nTo improve the granularity and realism of combat, the optional “monster size” rule may be used. This rule increases or decreases an attacker’s odds of striking his or her target based on the size of the monster.\n\n*Extra small (XS)* – attacker suffers -1 to melee and ranged attacks against extra small monsters (e.g. pixies, fairies, imps, etc.)\n\n*Small (S)* – attacker suffers -1 to ranged attacks against small monsters (e.g. giant rats, blackscale leeches, cave nymphs, etc.)\n\n*Medium (M)* – no effect (e.g. werewolves, humans, hobgoblins, etc.)\n\n*Large (L)* – attacker gains +1 to ranged attacks against large monsters (ogres, giants, basilisks, etc.)\n\n*Extra large (XL)* – attacker gains +1 to melee and ranged attacks against extra large monsters (dragons, bathemoths, tyrannosaurs, etc.)\n\n",
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}td10updated their account properties2022/06/20 03:54:36
td10updated their account properties
2022/06/20 03:54:36
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}td10published a new post: update-some-crap-about-the-future2022/06/20 03:38:12
td10published a new post: update-some-crap-about-the-future
2022/06/20 03:38:12
| parent author | |
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| author | td10 |
| permlink | update-some-crap-about-the-future |
| title | Update: Some Crap About the Future |
| body | @@ -660,14 +660,30 @@ rab -a copy +the full-sized edition of |
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}td10published a new post: update-some-crap-about-the-future2022/06/20 03:36:09
td10published a new post: update-some-crap-about-the-future
2022/06/20 03:36:09
| parent author | |
| parent permlink | td10 |
| author | td10 |
| permlink | update-some-crap-about-the-future |
| title | Update: Some Crap About the Future |
| body | @@ -1185,27 +1185,18 @@ yet how +i t -his change will ma |
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}td10published a new post: update-some-crap-about-the-future2022/06/20 03:35:45
td10published a new post: update-some-crap-about-the-future
2022/06/20 03:35:45
| parent author | |
| parent permlink | td10 |
| author | td10 |
| permlink | update-some-crap-about-the-future |
| title | Update: Some Crap About the Future |
| body | @@ -965,16 +965,23 @@ le this +change will of |
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}td10published a new post: update-some-crap-about-the-future2022/06/20 03:34:27
td10published a new post: update-some-crap-about-the-future
2022/06/20 03:34:27
| parent author | |
| parent permlink | td10 |
| author | td10 |
| permlink | update-some-crap-about-the-future |
| title | Update: Some Crap About the Future |
| body | Just (another) brief update to announce that [tinyd10.com](https://tinyd10.com) is no more. After some irreconcilable differences between Wordpress and myself—and indeed most of the world—I decided to let my hosting plan expire. Furthermore, I no longer see much value in maintaining a dedicated website at all. So, I'm in the process of migrating the content hosted there to [Steemit](https://steemit.com/@td10), which will be Tiny d10's new home for the foreseeable future. Anything not found here will at some point end up on the [wiki](https://tinyd10.miraheze.org/wiki/Main_Page), including PDFs and other download-ables. In the interim, if you want to grab a copy of the fantasy core rules, consider making it a [physical one](https://www.lulu.com/shop/aaron-carlson/tiny-d10-fantasy-core/paperback/product-vwmmgk.html?page=1&pageSize=4)!  While this will of course dramatically reduce traffic to and use of the system, it's also an opportunity to take it in a new and interesting direction. It becomes less like roots and more like mycelium. I'm not sure yet how this change will manifest, but I lean not on my own understanding and instead just look forward to finding out. If you've got any ideas for increasing the adoption of Tiny d10—a *free* and *independent* tabletop RPG in every sense of the words—let me know! |
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"body": "Just (another) brief update to announce that [tinyd10.com](https://tinyd10.com) is no more. After some irreconcilable differences between Wordpress and myself—and indeed most of the world—I decided to let my hosting plan expire. Furthermore, I no longer see much value in maintaining a dedicated website at all. So, I'm in the process of migrating the content hosted there to [Steemit](https://steemit.com/@td10), which will be Tiny d10's new home for the foreseeable future. Anything not found here will at some point end up on the [wiki](https://tinyd10.miraheze.org/wiki/Main_Page), including PDFs and other download-ables. In the interim, if you want to grab a copy of the fantasy core rules, consider making it a [physical one](https://www.lulu.com/shop/aaron-carlson/tiny-d10-fantasy-core/paperback/product-vwmmgk.html?page=1&pageSize=4)!\n\n\n\nWhile this will of course dramatically reduce traffic to and use of the system, it's also an opportunity to take it in a new and interesting direction. It becomes less like roots and more like mycelium. I'm not sure yet how this change will manifest, but I lean not on my own understanding and instead just look forward to finding out.\n\nIf you've got any ideas for increasing the adoption of Tiny d10—a *free* and *independent* tabletop RPG in every sense of the words—let me know!",
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}td10published a new post: tiny-d10-is-so-back2022/06/19 02:33:18
td10published a new post: tiny-d10-is-so-back
2022/06/19 02:33:18
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | tiny-d10-is-so-back |
| title | Update: Tiny d10 Is So Back |
| body | @@ -16,18 +16,20 @@ a brief -no +upda te to an |
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}td10published a new post: race-stoke2022/06/19 02:29:18
td10published a new post: race-stoke
2022/06/19 02:29:18
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | race-stoke |
| title | Race: Stoke |
| body |  **Stokes** are a race of intelligent, bipedal weasels. They are short, lithe, and sinuous, dwelling in dense canopies and thick hedges, and living for 30+ years. Like most sentient beasts, they are imbued with natural magic. They gain: the *charm* skill; the *listen* skill; the *sneak* skill; and -1 to melee attacks against the stoke. They have a toughness of 6 (T6); use middleweight weapons & below; use lightweight armor & below; and gain +1 power point and +2 magic points. Stokes begin with the following abilities: *Cat-like* – your movement speed is fast; gain +1 to all reflex-based checks (not including attack rolls). *Spell-casting (natural)* – start with 2 spells and cast natural spells for their cost in magic points; may not use any other type of spell. *Wild fury* – on an attack roll of 10, inflict double the amount of damage.  *Note: When playing a stoke, unlike when playing other races, the player does not select a class — stokes are both a race and a class.* |
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"body": "\n\n**Stokes** are a race of intelligent, bipedal weasels. They are short, lithe, and sinuous, dwelling in dense canopies and thick hedges, and living for 30+ years. Like most sentient beasts, they are imbued with natural magic. They gain: the *charm* skill; the *listen* skill; the *sneak* skill; and -1 to melee attacks against the stoke.\n\nThey have a toughness of 6 (T6); use middleweight weapons & below; use lightweight armor & below; and gain +1 power point and +2 magic points. Stokes begin with the following abilities:\n\n*Cat-like* – your movement speed is fast; gain +1 to all reflex-based checks (not including attack rolls).\n\n*Spell-casting (natural)* – start with 2 spells and cast natural spells for their cost in magic points; may not use any other type of spell.\n\n*Wild fury* – on an attack roll of 10, inflict double the amount of damage.\n\n\n\n*Note: When playing a stoke, unlike when playing other races, the player does not select a class — stokes are both a race and a class.*",
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}td10published a new post: tiny-d10-the-broken-light-an-adventure2022/06/19 02:21:00
td10published a new post: tiny-d10-the-broken-light-an-adventure
2022/06/19 02:21:00
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | tiny-d10-the-broken-light-an-adventure |
| title | Adventure: The Broken Light |
| body | @@ -110,17 +110,22 @@ e vessel -' +' s captai @@ -612,35 +612,32 @@ strong%3E%3C/p%3E%0A%3Cul%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -677,35 +677,32 @@ crabs%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -749,35 +749,32 @@ birds%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -812,35 +812,32 @@ t rats%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -871,22 +871,17 @@ ing bolt - +%C2%A0 %3C/em%3E(+2 @@ -908,25 +908,24 @@ target)%3C/li%3E -%0A %3C/ul%3E%0A%3Cp%3E%3Cst @@ -962,35 +962,32 @@ strong%3E%3C/p%3E%0A%3Cul%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -1024,35 +1024,32 @@ slimes%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -1068,22 +1068,17 @@ ng%3E 8-10 - +%C2%A0 %3Cem%3Eblac @@ -1093,35 +1093,32 @@ eeches%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -1166,35 +1166,32 @@ rdfolk%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -1234,35 +1234,32 @@ utants%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3ERoll @@ -1307,27 +1307,24 @@ gs%3C/em%3E%3C/li%3E -%0A %3Cli%3E%3Cstrong%3E @@ -1373,25 +1373,24 @@ nt%3C/em%3E%3C/li%3E -%0A %3C/ul%3E%0A%3Cp%3E%3Cim @@ -1475,35 +1475,8 @@ png%22 - width=%221780%22 height=%221666%22 /%3E%3C/ @@ -1553,17 +1553,22 @@ he storm -' +' s wake. @@ -1999,22 +1999,17 @@ ves%3C/em%3E - +%C2%A0 (%3Cstrong @@ -2814,22 +2814,17 @@ mes out. - +%C2%A0 %3C/em%3EIns @@ -3054,22 +3054,17 @@ em%3Egiant - +%C2%A0 rats%3C/em @@ -3744,27 +3744,24 @@ le:%3C/p%3E%0A%3Cul%3E -%0A %3Cli%3E%3Cstrong%3E @@ -3793,22 +3793,17 @@ The word - +%C2%A0 %3Cem%3Eship @@ -3809,22 +3809,17 @@ pwrecked - +%C2%A0 %3C/em%3Eis @@ -3839,27 +3839,24 @@ atedly.%3C/li%3E -%0A %3Cli%3E%3Cstrong%3E @@ -3962,27 +3962,24 @@ d page.%3C/li%3E -%0A %3Cli%3E%3Cstrong%3E @@ -4014,22 +4014,17 @@ e phrase - +%C2%A0 %3Cem%3EI am @@ -4085,25 +4085,24 @@ g book.%3C/li%3E -%0A %3C/ul%3E%0A%3Cp%3EOth @@ -4174,22 +4174,17 @@ ed blood - +%C2%A0 (%3Cstrong @@ -4244,17 +4244,22 @@ e Keeper -' +' s Room%3C/ @@ -4504,17 +4504,22 @@ ghtstand -' +' s top dr @@ -4534,22 +4534,17 @@ 6 small - +%C2%A0 %3Cem%3Eblac @@ -4704,17 +4704,22 @@ all room -' +' s walls @@ -5103,22 +5103,17 @@ d blood: - +%C2%A0 %3Cem%3EDown @@ -7107,17 +7107,22 @@ he torch -' +' s dim gl @@ -7754,17 +7754,22 @@ serpent -' +' s head a @@ -8078,22 +8078,17 @@ sleeps a - +%C2%A0 %3Cem%3Efrig @@ -9935,22 +9935,17 @@ hs:%3C/em%3E - +%C2%A0 grotesqu @@ -10819,35 +10819,32 @@ strong%3E%3C/p%3E%0A%3Cul%3E -%0A %3Cli%3E%3Cem%3EAcrid sl @@ -10964,32 +10964,29 @@ ability: -%0A +%3Cbr/%3E %3Cul%3E -%0A %3Cli%3E%3Cem%3E @@ -11068,37 +11068,33 @@ on.%3C/li%3E -%0A %3C/ul%3E%0A +%3C/ul%3E%3Cbr/%3E %3C/li%3E -%0A %3Cli%3E%3Cem%3E @@ -11398,32 +11398,29 @@ ilities: -%0A +%3Cbr/%3E %3Cul%3E -%0A %3Cli%3E%3Cem%3E @@ -11504,23 +11504,16 @@ ds.%3C/li%3E -%0A %3Cli%3E%3Cem%3E @@ -11609,37 +11609,33 @@ ss.%3C/li%3E -%0A %3C/ul%3E%0A +%3C/ul%3E%3Cbr/%3E %3C/li%3E -%0A %3Cli%3E%3Cem%3E @@ -11713,17 +11713,22 @@ as a man -' +' s arm. B @@ -11819,27 +11819,24 @@ n land.%3C/li%3E -%0A %3Cli%3E%3Cem%3EBlac @@ -12078,27 +12078,24 @@ costs.%3C/li%3E -%0A %3Cli%3E%3Cem%3ECave @@ -12242,27 +12242,24 @@ t long.%3C/li%3E -%0A %3Cli%3E%3Cem%3EDark @@ -12394,17 +12394,22 @@ serpent -' +' s ecosys @@ -12571,24 +12571,21 @@ ies: -%0A +%3Cbr/%3E %3Cul%3E -%0A %3Cli%3E @@ -12665,17 +12665,22 @@ r target -' +' s mind; @@ -12705,22 +12705,17 @@ cceed an - +%C2%A0 %3Cstrong%3E @@ -12739,22 +12739,17 @@ /strong%3E - +%C2%A0 or lose @@ -12766,29 +12766,25 @@ /li%3E -%0A %3C/ul%3E%0A +%3C/ul%3E%3Cbr/%3E %3C/li%3E -%0A %3Cli%3E @@ -13006,27 +13006,24 @@ y bite.%3C/li%3E -%0A %3Cli%3E%3Cem%3EGian @@ -13108,27 +13108,24 @@ a cat.%3C/li%3E -%0A %3Cli%3E%3Cem%3EGoli @@ -13283,27 +13283,24 @@ t tall.%3C/li%3E -%0A %3Cli%3E%3Cem%3ELiza @@ -13756,27 +13756,24 @@ e exit.%3C/li%3E -%0A %3Cli%3E%3Cem%3ERave @@ -13882,25 +13882,24 @@ killed.%3C/li%3E -%0A %3C/ul%3E%0A%3Cp%3E%3Cst @@ -13950,19 +13950,16 @@ /p%3E%0A%3Cul%3E -%0A %3Cli%3E%3Cem%3E @@ -14110,27 +14110,24 @@ by 10%25.%3C/li%3E -%0A %3Cli%3E%3Cem%3EExpl @@ -14139,22 +14139,17 @@ s -%3C/em%3E - +%C2%A0 deals 1d @@ -14204,11 +14204,8 @@ /li%3E -%0A %3Cli%3E @@ -14403,17 +14403,16 @@ ge.%3C/li%3E -%0A %3C/ul%3E%0A%3Cp @@ -14443,9 +14443,14 @@ d10 -' +' s fl @@ -14538,14 +14538,9 @@ /em%3E - +%C2%A0 %3C/p%3E @@ -14613,33 +14613,8 @@ png%22 - width=%22250%22 height=%22250%22 /%3E%3C/ |
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}td10published a new post: tiny-d10-is-so-back2022/04/21 02:56:51
td10published a new post: tiny-d10-is-so-back
2022/04/21 02:56:51
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| title | Tiny d10 Is So Back |
| body | <html> <p>Just a brief note to announce that Tiny d10 is so back. We're starting off with a revamped edition of the Fantasy Core Rules just for Steemit: the <a href="https://steemit.com/rpg/@td10/tiny-d10-a-free-tiny-rpg">Ultra-Light Edition</a>! The barest of bones necessary for play and updated with Version 6's classes, magic types, and more, this edition comes in at under 2,000 words and can be read in less than 10 minutes.</p> <p>Next up will be the restoral of several classic adventures, as well as some brand new locations ideal for use as adventure hooks. </p> <p>Finally, we'll see more regular posting here with new races, classes, abilities, and related miscellany. </p> <p>And of course, in the event that we can breathe a little life into the Steemit RPG <a href="https://steemit.com/created/hive-131111">community</a>, there's always the possibility that I'll game master an adventure in my newest setting, the <strong>Island of the Ape-men</strong>:</p> <blockquote> Abandoned on a desert island by a mutinous crew, Lord & Lady Greysolon and their retinue face grim prospects: madness, starvation, or worse – grisly deaths at the claws and fangs of the barbarous beasts rumored to inhabit the mysterious enclave. Dominated by tribes of ferocious ape-men, it is also reputed to be home to a number of monsters, including giant lizards, insects, and winged terrors. In these primeval tropics, the currency of life is strength and savagery, and those who cannot afford the cost pay with their lives.</blockquote> <p>While it's still quite some time from publication, it's more than ready to take on a few fearless adventurers!<img src="https://cdn.steemitimages.com/DQmPrS7c1MFZMKn96uSFxiYHzmURTbpFFDoqMarEgz1HLo7/Horizontal%20Line%20(Top%20-%20Transparent).png" alt="Horizontal Line (Top - Transparent).png"/></p> <p> </p> </html> |
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 02:41:21
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 02:41:21
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | tiny-d10-a-free-tiny-rpg |
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 02:37:42
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 02:37:42
| parent author | |
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| author | td10 |
| permlink | tiny-d10-a-free-tiny-rpg |
| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 02:32:48
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 02:32:48
| parent author | |
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| permlink | tiny-d10-a-free-tiny-rpg |
| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 02:18:12
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 02:18:12
| parent author | |
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| author | td10 |
| permlink | tiny-d10-a-free-tiny-rpg |
| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 02:17:51
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 02:17:51
| parent author | |
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| author | td10 |
| permlink | tiny-d10-a-free-tiny-rpg |
| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
| body | @@ -88,16 +88,41 @@ me (RPG) + in the fantasy tradition that re @@ -294,16 +294,112 @@ ncludes +game mastering tips, a full-sized bestiary, and other useful content, visit https://tinyd10.com! %3C/p%3E%0A%3Ch1 @@ -15917,26 +15917,93 @@ br/%3E -%3C/p%3E%0A%3Cp%3E%3Cbr/%3E%3Cbr/%3E +This completes Tiny d10: Fantasy Core Rules (Ultra-Light Edition). Go forth and play! %3C/p%3E |
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"title": "Tiny d10: Fantasy Core Rules (Ultra-Light Edition)",
"body": "@@ -88,16 +88,41 @@\n me (RPG)\n+ in the fantasy tradition\n that re\n@@ -294,16 +294,112 @@\n ncludes \n+game mastering tips, a full-sized bestiary, and other useful content, visit https://tinyd10.com!\n %3C/p%3E%0A%3Ch1\n@@ -15917,26 +15917,93 @@\n br/%3E\n-%3C/p%3E%0A%3Cp%3E%3Cbr/%3E%3Cbr/%3E\n+This completes Tiny d10: Fantasy Core Rules (Ultra-Light Edition). Go forth and play!\n %3C/p%3E\n",
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 02:03:39
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 02:03:39
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| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
| body | @@ -15213,95 +15213,93 @@ %0A%3Cp%3E +%0D %3Cem%3E -Charm person%3C/em%3E %E2%80%93 one non-hostile person becomes your friend. Cost: 1 MP. +Ball of light%3C/em%3E %E2%80%93 a powerfully luminous orb. Cost: 0%0D magic points.%0D %3C/p%3E%0A%3Cp%3E +%0D %3Cem%3E @@ -15318,35 +15318,79 @@ %3C/em%3E %E2%80%93 -Cost: 2 MP. +eliminates any magical effect. Cost: 2%0D magic points.%0D %3C/p%3E%0A%3Cp%3E +%0D %3Cem%3EFire @@ -15393,16 +15393,18 @@ Fireball + I %3C/em%3E %E2%80%93 @@ -15420,49 +15420,112 @@ 1d5 ++ 1 damage -. Cost: 2 MP.%3C/p%3E%0A%3Cp%3E +; attack roll versus%0D toughness; range 50 ft. Cost: 2 magic points.%0D%3Cbr/%3E%0D%3Cbr/%3E%0D %3Cem%3EHeal + %3C/em%3E - %E2%80%93 re @@ -15538,29 +15538,102 @@ 1d5 -. Cost: 1 MP. + hit points. Cost: 2 magic points%0D (1 if the caster possesses the heal skill).%0D%3Cbr/%3E%0D %3C/p%3E%0A%3Cp%3E +%0D %3Cem%3E @@ -15645,16 +15645,18 @@ missile + I %3C/em%3E %E2%80%93 @@ -15687,17 +15687,22 @@ k roll v -s +ersus%0D toughne @@ -15707,21 +15707,97 @@ ness -. Cost: 0 MP. +; range 100 ft. Cost: 0 magic points (2 to%0D automatically strike the target).%0D%3Cbr/%3E%0D%3Cbr/%3E %3C/p%3E |
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 01:58:54
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 01:58:54
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| author | td10 |
| permlink | tiny-d10-a-free-tiny-rpg |
| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
| body | <html> <p>Tiny d10: Fantasy is an easy to learn, quick to play tabletop role-playing game (RPG) that requires only paper, pencil, and a single 10-sided die (1d10). The Fantasy Core Rules are presented here in ultra-abbreviated format. To find the full edition, which includes </p> <h1><strong>Character Creation</strong></h1> <p>When creating your character, consider things like his or her appearance, background, and general attitude.</p> <h2><strong>Races</strong></h2> <p><strong>Step 1: </strong>Select a race.</p> <p><strong>Dwarf</strong> – gain +1 hit point (HP) per level; +1 damage against goblins; low-light vision up to 100'.</p> <p><strong>Elf</strong> – gain +1 intellect at levels 1, 3, and 5; +1 to any know check.</p> <p><strong>Halfling</strong> – gain +1 power point (PP) per level; +1 to sneak checks.</p> <p><strong>Human</strong> – gain +1 aspect at levels 1, 3, and 5; +1 to persuade checks; +1 attack bonus against natural beasts.</p> <h2><strong>Classes</strong></h2> <p><strong>Step 2: </strong>Select a class.</p> <p><strong>Cleric</strong> – T6; uses middleweight weapons & below; uses middleweight armor & below; +1 MP, +2 PP. Begins with 3 class abilities.</p> <p><strong>Rogue</strong> – T6; uses mediumweight weapons & below; uses lightweight armor; +1 HP, +2 PP. Begins with 3 class abilities.</p> <p><strong>Warrior</strong> – T7; uses all types of weapons and armors; +2 HP, +1 PP. Begins with 3 class abilities.</p> <p><strong>Wizard</strong> – T5; uses only lightweight weapons; uses only featherweight armor; +3 MP. Begins with 3 class abilities.</p> <h2><strong>Attributes</strong></h2> <p><strong>Step 3: </strong>Assign attribute scores. Divide 3 points between the following attributes.</p> <p><strong>Aspect (A)</strong> – awareness and charisma.</p> <p><strong>Intellect (I)</strong> – mental acuity and sharpness.</p> <p><strong>Power (P)</strong> – physical and mental strength.</p> <p><strong>Reflex (R)</strong> – dexterity and speed.</p> <h2><strong>Hit Points & Power Points</strong></h2> <p><strong>Step 4:</strong> Divide10 points between hit points and power points.</p> <p><strong>Hit points (HP)</strong> – amount of damage a character can suffer before falling unconscious, and eventually dying. A successful attack typically deals 1 point of damage.</p> <p><strong>Power points (PP)</strong> – added to attack rolls, check rolls, and challenge rolls. Only 1 point may be added per roll. Unless otherwise specified, they cannot be used to increase damage.</p> <h2><strong>Magic Points</strong></h2> <p><strong>Step 5:</strong> Generate magic points (applies only to magic-users like the cleric or wizard). Roll 1d10: On a roll of 1-5, gain +4 magic points; on a roll of 6-9, gain +5 magic points; on a roll of 10, gain +6 magic points.</p> <p><strong>Magic points (MP)</strong> – expended to cast spells. Classes with the spell-casting ability begin with a certain amount of MP.</p> <h2><strong>Wealth</strong></h2> <p><strong>Step 6:</strong> Generate wealth. Roll 1d10 for gold (gp), silver (sp), and copper pieces (cp), multiplying each result by 10.</p> <p>1gp = $50 | 1sp = $10 | 1cp = $1</p> <h1><strong>Playing the Game</strong></h1> <p>Tiny d10 is a role-playing game, so most interactions should be role-played. However, there will be times when a die roll is unavoidable. Any attempt to do something that could result in failure requires a check.</p> <h2><strong>Checks</strong></h2> <p>When attempting to do something that could result in failure – like fording a raging river, staying<br/> astride a frightened horse, or hearing the soft footsteps of approaching enemies – a check should be made. To make a check, roll 1d10 and add the relevant attribute score (aspect, intellect, power, or reflex) and any relevant skill bonuses.</p> <p>To determine a check’s <strong>toughness (T)</strong>, consider the following:</p> <ul><li><strong>T2-5</strong> (simple toughness) – pulling an ally up from a ledge, or climbing a wall with large handholds.</li><li><strong>T6-9</strong> (moderate toughness) – surprising unaware opponents, or fighting a strong current.</li><li><strong>T10-11</strong> (difficult toughness) – surprising watchful opponents, or picking an expertly-crafted lock.</li><li><strong>T12-13</strong> (extreme toughness) – leaping across a massive chasm, or scaling a sheer and smooth stone precipice.</li><li><strong>T14-15</strong> (impossible toughness) – controlling a ship during a gale, or mounting and flying a wild dragon.</li></ul> <p>There are two types of checks:</p> <p><strong>Action checks</strong> are attempts to perform actions like climbing towers, dodging falling rocks, or hiding in nearby bushes. Action checks include attack rolls, challenges, and saves.</p> <p><strong>Perception checks</strong> are attempts to perceive something, like seeing hidden or obscured objects and creatures, or hearing hushed voices and furtive movements. Perception checks are performed by rolling 1d10 and adding the intellect attribute score. Bonuses from the spot and/or listen skills may also be added, as relevant.</p> <h2><strong>Saves</strong></h2> <p>When there is risk of immediate death or dismemberment – or similarly dire consequences – a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute scores and/or skill bonuses to the result. Succeeding a save cancels any deadly effects, but other effects (like serious injury) may still occur. A standard save has a toughness of 5 (T5), but certain conditions (e.g. spells, effects, environmental factors, etc.) can change that.</p> <h2><strong>Challenges</strong></h2> <p>When two entities attempt the same thing at the same time, a challenge should be performed. To do so, roll 1d10 and add relevant attribute and skill bonuses to the result. The highest result succeeds.</p> <h2><strong>Combat</strong></h2> <p>Combat begins according to reflex scores: highest first, lowest last. Ties should be settled with a roll. Attack rolls work like action or perception checks. Roll 1d10 and add the relevant attribute score: if the result is equal to or higher than the target’s toughness, the attack is successful.</p> <p><strong>Simplified Combat Rules</strong></p> <ol><li>One combat round consists of all combatants' turns; each turn represents roughly 5 seconds.</li><li>Only one attack/ability/spell per turn (unless otherwise noted).</li><li>Only one movement sequence per turn (if standing up after being knocked prone, movement range is reduced by half).</li><li>Less significant actions may be done freely.</li><li>Damage inflicted is 1, unless otherwise specified.</li><li>Divine spells use aspect; magical spells use intellect; melee attacks use power; ranged and small weapon (e.g. dagger) attacks use reflex.</li></ol> <p><strong>Movement in Combat</strong></p> <p>During combat, all classes are moderate in speed (unless otherwise specified) and may only move up to their maximum speed range per turn, though other factors – such as terrain – may affect this.</p> <p>Slow = 20-40 ft. | Moderate = 40-60 ft. | Fast = 60=80 ft.</p> <h2><strong>Healing</strong></h2> <p>At 0 hit points, characters are considered immobilized and dying, and will expire after 5 combat rounds. Standard healing restores 1-2<br/> hit points, magic points, and power points per successful T6 intellect check<br/> (if the character possesses the heal skill, healing is an automatic success).<br/> Magical healing generally does not restore magic or power points (unless<br/> otherwise specified). </p> <p><br/>During combat, an entire turn<br/> must be forfeit to heal (or to make a heal check). Out of combat, characters may<br/> make 1 heal check per every 4 in-game hours, or spend an entire day resting to<br/> restore 1d5 + 2 hit points, magic points, and power points.</p> <h2><br/><strong>Class Abilities</strong></h2> <p>Abilities are special feats<br/> and tactics that enhance a character’s proficiencies, and sometimes require the<br/> use of power points to invoke. Unless otherwise specified, abilities that<br/> target opponents require an attack roll versus toughness (as relevant).</p> <h2><strong>Skills</strong></h2> <p>Skills are specific competencies and can only be used in specific scenarios. For example: The <em>spot </em>skill can be used in a perception check to see something; the <em>persuade</em> skill can be used in an aspect check to convince someone of something. When used, skills add a +1 bonus to checks. Skills can be used during combat, but not for combat.</p> <p><strong>Aspect-based Skills</strong></p> <ul><li>Charm</li><li>Detect (magic or motive)</li><li>Heal</li><li>Intimidate</li><li>Persuade</li><li>Survival</li></ul> <p><strong>Intellect-based Skills</strong></p> <ul><li>Craft</li><li>Detect trap</li><li>Know (history, nature, or religion)</li><li>Listen</li><li>Magic Use</li><li>Spot</li></ul> <p><strong>Reflex-based Skills</strong></p> <ul><li>Acrobatics</li><li>Disarm trap</li><li>Hide</li><li>Pick lock</li><li>Sleight-of-hand</li><li>Sneak</li></ul> <h2><strong>Magic</strong></h2> <p>Magic is conjured using magic points (MP). Typically, only characters that possess the spell-casting class ability can use magic. Unless otherwise specified, spells are an automatic success.</p> <h1><strong>Lists</strong></h1> <h2><strong>Equipment</strong></h2> <p>Equipment can augment a character’s abilities, enabling them to inflict additional damage, increasing their hit points and/or toughness, or granting other unique bonuses. There are four classes of equipment: featherweight (FW), lightweight (LW), middleweight (MW), and heavyweight (HW). A sample of common equipment includes:</p> <p><strong>Armor</strong></p> <ul><li><em>Chainmail </em>– MW; +1 hit point, +1 toughness. Cost:</li><li><em>Leather, heavy</em> – MW; +2 hit points.</li><li><em>Leather, light </em>– LW; +1 hit point.</li><li><em>Mithril </em>– FW; +2 hit points, +1 toughness. Cost:</li><li><em>Platemail </em>– HW; +3 hit points, +1 toughness;<br/> slow movement speed when equipped.</li></ul> <p>Note: featherweight (FW) is a quality generally possessed by rare and/or magical equipment.</p> <p><strong>Melee Weapons</strong></p> <ul><li><em>Flail </em>– MW; +1 damage.</li><li><em>Greatsword </em>– HW; +1 attack, +1 damage.</li><li><em>Polearm </em>– HW; +2 attack.</li><li><em>Shield </em>– MW; +1 attack, +1 toughness. </li><li><em>Shortsword </em>– LW.</li></ul> <p><strong>Ranged Weapons</strong></p> <ul><li><em>Blowgun </em>– LW; range 40 ft</li><li><em>Crossbow, heavy</em> – MW; +1 damage; range 150 ft.</li><li><em>Hand-axe</em> – LW; range 30 ft.</li><li><em>Longbow </em>– MW; range 200 ft.</li><li><em>Shortbow </em>– LW; range 100 ft.</li></ul> <h2><strong>Items</strong></h2> <p>There are a number of items available to characters that may be beneficial. A small sample includes:</p> <ul><li><em>Healing potion</em> – average potion restores 1d5 hit points.</li><li><em>Spell scroll</em> – contains one spell (may be used once); must be read aloud.</li><li><em>Strength potion </em>– average potion grants +1 power for 1d10 rounds.</li><li><em>Ten-foot pole</em> – can be used to trigger traps; +1 to perception checks to detect traps.</li><li><em>Thief’s kit </em>– contains lock-picking tools.</li></ul> <h2><strong>Class Abilities</strong></h2> <p><strong>Cleric Class Abilities</strong></p> <p><em>Blessed </em>– re-roll any failed roll. Cost: 3 power points (4 if applied to a nearby ally).</p> <p><em>Smite </em>– inflicts 1d10 damage on an evil, undead, or otherwise unholy entity. Cost: 3 power points.</p> <p><em>Spell-casting (divine)</em> – start with 2 spells and cast divine spells for their cost in magic points; may not use any other type of spells.</p> <p><em>Words of healing</em> – a short invocation that grants +2 temporary hit points to allies within earshot. Cost: 1 power point. </p> <p><em>Words of strength</em> – a short invocation that grants +1 power to allies within earshot; lasts for 1d5 combat rounds. Cost: 2 power points.</p> <p><strong>Rogue Class Abilities</strong></p> <p><em>Deflect projectiles</em> – any projectile attack against you is a reflex challenge; if you win the challenge, the projectile is deflected. </p> <p><em>Evade </em>– dodge a successful attack. Cost: 1 power point.</p> <p><em>Fanged strike </em>– any time you roll a 10 in melee combat, gain an amount of hit points equal to the damage you inflict on your target.</p> <p><em>Feint</em> – if a melee attack fails, re-roll; the target suffers -1 toughness on this roll. Cost: 2 power points.</p> <p><em>Haste </em>– forgo your attack action to move up to double your maximum speed.</p> <p><strong>Warrior Class Abilities</strong></p> <p><em>By will alone </em>– resist the effects (but not the damage) of a spell targeting you. Cost: 2 power points.</p> <p><em>Defensive rush </em>– stop an attack against an ally within your movement range; power (for melee attacks) or reflex (for ranged attacks) challenge versus the attacker: if you win, any damage is canceled; otherwise, you take the damage. Cost: 2 power points.</p> <p><em>Overpower </em>– reroll a failed power challenge. Cost: 1 power point.</p> <p><em>Power strike</em> – increase the damage of your attack. Cost: 1 power point per point of damage increased.</p> <p><em>Withstand </em>– decrease the damage of a successful attack against you. Cost: 1 power point per 1 point of damage decreased.</p> <p><strong>Wizard Class Abilities</strong></p> <p><em>Arcane knowledge</em> – reduce spell cost by 1 magic point (may not reduce spell cost to 0).</p> <p><em>Prestidigitation </em>– creates a minor magical effect like colored smoke, blinking lights, disembodied sounds, etc.</p> <p><em>Re-spell</em> – if you cast a spell last combat round, you may cast it again for half its cost (rounded up) in magic points.</p> <p><em>Spell-casting (magical)</em> – start with 3 spells and cast magical spells for their cost in magic points; other spell types cost double (may not cast divine spells). </p> <p><em>Splash-effect</em> – modifies an attack spell, causing it to inflict equal damage to all creatures within a 10-foot radius of the target (attack roll versus toughness for each creature). Cost: 1 power point.</p> <h2><strong>Spells</strong></h2> <p><strong>Divine Spells</strong></p> <p><em>Burning touch</em> – inflicts 1d5 damage to evil, undead, or otherwise unholy entities. Cost: 2 magic points.</p> <p><em>Divine medicine</em> – restores 1d5 + 1 hit points, magic points, and power points. Cost: 2 magic points (1 if the caster possesses the heal skill).</p> <p><em>Fear of God </em>– inflicts a -1 toughness and -2 attack penalty for 1d5 rounds. Cost: 2 magic points.</p> <p><em>Holy shield</em> – grants a +2 toughness bonus to yourself and any allies within 10 ft. for 1d5 + your level combat rounds. Cost: 3 magic points.</p> <p><em>Turn undead</em> – all undead entities within 50 ft. must flee your presence for 1d5 rounds; when this spell is first cast, all undead must aspect save versus caster’s spell save or suffer 1 damage. Cost: 2 magic points.</p> <p><strong>Magical Spells</strong></p> <p><em>Charm person</em> – one non-hostile person becomes your friend. Cost: 1 MP.</p> <p><em>Dispel magic</em> – Cost: 2 MP.</p> <p><em>Fireball</em> – inflicts 1d5 damage. Cost: 2 MP.</p> <p><em>Heal</em> – restores 1d5. Cost: 1 MP.</p> <p><em>Magic missile</em> – inflicts 1 damage; attack roll vs toughness. Cost: 0 MP.</p> <p><br/><br/></p> </html> |
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"body": "<html>\n<p>Tiny d10: Fantasy is an easy to learn, quick to play tabletop role-playing game (RPG) that requires only paper, pencil, and a single 10-sided die (1d10). The Fantasy Core Rules are presented here in ultra-abbreviated format. To find the full edition, which includes </p>\n<h1><strong>Character Creation</strong></h1>\n<p>When creating your character, consider things like his or her appearance, background, and general attitude.</p>\n<h2><strong>Races</strong></h2>\n<p><strong>Step 1: </strong>Select a race.</p>\n<p><strong>Dwarf</strong> – gain +1 hit point (HP) per level; +1 damage against goblins; low-light vision up to 100'.</p>\n<p><strong>Elf</strong> – gain +1 intellect at levels 1, 3, and 5; +1 to any know check.</p>\n<p><strong>Halfling</strong> – gain +1 power point (PP) per level; +1 to sneak checks.</p>\n<p><strong>Human</strong> – gain +1 aspect at levels 1, 3, and 5; +1 to persuade checks; +1 attack bonus against natural beasts.</p>\n<h2><strong>Classes</strong></h2>\n<p><strong>Step 2: </strong>Select a class.</p>\n<p><strong>Cleric</strong> – T6; uses middleweight weapons & below; uses middleweight armor & below; +1 MP, +2 PP. Begins with 3 class abilities.</p>\n<p><strong>Rogue</strong> – T6; uses mediumweight weapons & below; uses lightweight armor; +1 HP, +2 PP. Begins with 3 class abilities.</p>\n<p><strong>Warrior</strong> – T7; uses all types of weapons and armors; +2 HP, +1 PP. Begins with 3 class abilities.</p>\n<p><strong>Wizard</strong> – T5; uses only lightweight weapons; uses only featherweight armor; +3 MP. Begins with 3 class abilities.</p>\n<h2><strong>Attributes</strong></h2>\n<p><strong>Step 3: </strong>Assign attribute scores. Divide 3 points between the following attributes.</p>\n<p><strong>Aspect (A)</strong> – awareness and charisma.</p>\n<p><strong>Intellect (I)</strong> – mental acuity and sharpness.</p>\n<p><strong>Power (P)</strong> – physical and mental strength.</p>\n<p><strong>Reflex (R)</strong> – dexterity and speed.</p>\n<h2><strong>Hit Points & Power Points</strong></h2>\n<p><strong>Step 4:</strong> Divide10 points between hit points and power points.</p>\n<p><strong>Hit points (HP)</strong> – amount of damage a character can suffer before falling unconscious, and eventually dying. A successful attack typically deals 1 point of damage.</p>\n<p><strong>Power points (PP)</strong> – added to attack rolls, check rolls, and challenge rolls. Only 1 point may be added per roll. Unless otherwise specified, they cannot be used to increase damage.</p>\n<h2><strong>Magic Points</strong></h2>\n<p><strong>Step 5:</strong> Generate magic points (applies only to magic-users like the cleric or wizard). Roll 1d10: On a roll of 1-5, gain +4 magic points; on a roll of 6-9, gain +5 magic points; on a roll of 10, gain +6 magic points.</p>\n<p><strong>Magic points (MP)</strong> – expended to cast spells. Classes with the spell-casting ability begin with a certain amount of MP.</p>\n<h2><strong>Wealth</strong></h2>\n<p><strong>Step 6:</strong> Generate wealth. Roll 1d10 for gold (gp), silver (sp), and copper pieces (cp), multiplying each result by 10.</p>\n<p>1gp = $50 | 1sp = $10 | 1cp = $1</p>\n<h1><strong>Playing the Game</strong></h1>\n<p>Tiny d10 is a role-playing game, so most interactions should be role-played. However, there will be times when a die roll is unavoidable. Any attempt to do something that could result in failure requires a check.</p>\n<h2><strong>Checks</strong></h2>\n<p>When attempting to do something that could result in failure – like fording a raging river, staying<br/> astride a frightened horse, or hearing the soft footsteps of approaching enemies – a check should be made. To make a check, roll 1d10 and add the relevant attribute score (aspect, intellect, power, or reflex) and any relevant skill bonuses.</p>\n<p>To determine a check’s <strong>toughness (T)</strong>, consider the following:</p>\n<ul><li><strong>T2-5</strong> (simple toughness) – pulling an ally up from a ledge, or climbing a wall with large handholds.</li><li><strong>T6-9</strong> (moderate toughness) – surprising unaware opponents, or fighting a strong current.</li><li><strong>T10-11</strong> (difficult toughness) – surprising watchful opponents, or picking an expertly-crafted lock.</li><li><strong>T12-13</strong> (extreme toughness) – leaping across a massive chasm, or scaling a sheer and smooth stone precipice.</li><li><strong>T14-15</strong> (impossible toughness) – controlling a ship during a gale, or mounting and flying a wild dragon.</li></ul>\n<p>There are two types of checks:</p>\n<p><strong>Action checks</strong> are attempts to perform actions like climbing towers, dodging falling rocks, or hiding in nearby bushes. Action checks include attack rolls, challenges, and saves.</p>\n<p><strong>Perception checks</strong> are attempts to perceive something, like seeing hidden or obscured objects and creatures, or hearing hushed voices and furtive movements. Perception checks are performed by rolling 1d10 and adding the intellect attribute score. Bonuses from the spot and/or listen skills may also be added, as relevant.</p>\n<h2><strong>Saves</strong></h2>\n<p>When there is risk of immediate death or dismemberment – or similarly dire consequences – a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute scores and/or skill bonuses to the result. Succeeding a save cancels any deadly effects, but other effects (like serious injury) may still occur. A standard save has a toughness of 5 (T5), but certain conditions (e.g. spells, effects, environmental factors, etc.) can change that.</p>\n<h2><strong>Challenges</strong></h2>\n<p>When two entities attempt the same thing at the same time, a challenge should be performed. To do so, roll 1d10 and add relevant attribute and skill bonuses to the result. The highest result succeeds.</p>\n<h2><strong>Combat</strong></h2>\n<p>Combat begins according to reflex scores: highest first, lowest last. Ties should be settled with a roll. Attack rolls work like action or perception checks. Roll 1d10 and add the relevant attribute score: if the result is equal to or higher than the target’s toughness, the attack is successful.</p>\n<p><strong>Simplified Combat Rules</strong></p>\n<ol><li>One combat round consists of all combatants' turns; each turn represents roughly 5 seconds.</li><li>Only one attack/ability/spell per turn (unless otherwise noted).</li><li>Only one movement sequence per turn (if standing up after being knocked prone, movement range is reduced by half).</li><li>Less significant actions may be done freely.</li><li>Damage inflicted is 1, unless otherwise specified.</li><li>Divine spells use aspect; magical spells use intellect; melee attacks use power; ranged and small weapon (e.g. dagger) attacks use reflex.</li></ol>\n<p><strong>Movement in Combat</strong></p>\n<p>During combat, all classes are moderate in speed (unless otherwise specified) and may only move up to their maximum speed range per turn, though other factors – such as terrain – may affect this.</p>\n<p>Slow = 20-40 ft. | Moderate = 40-60 ft. | Fast = 60=80 ft.</p>\n<h2><strong>Healing</strong></h2>\n<p>At 0 hit points, characters are considered immobilized and dying, and will expire after 5 combat rounds. Standard healing restores 1-2<br/> hit points, magic points, and power points per successful T6 intellect check<br/> (if the character possesses the heal skill, healing is an automatic success).<br/> Magical healing generally does not restore magic or power points (unless<br/> otherwise specified). </p>\n<p><br/>During combat, an entire turn<br/> must be forfeit to heal (or to make a heal check). Out of combat, characters may<br/> make 1 heal check per every 4 in-game hours, or spend an entire day resting to<br/> restore 1d5 + 2 hit points, magic points, and power points.</p>\n<h2><br/><strong>Class Abilities</strong></h2>\n<p>Abilities are special feats<br/> and tactics that enhance a character’s proficiencies, and sometimes require the<br/> use of power points to invoke. Unless otherwise specified, abilities that<br/> target opponents require an attack roll versus toughness (as relevant).</p>\n<h2><strong>Skills</strong></h2>\n<p>Skills are specific competencies and can only be used in specific scenarios. For example: The <em>spot </em>skill can be used in a perception check to see something; the <em>persuade</em> skill can be used in an aspect check to convince someone of something. When used, skills add a +1 bonus to checks. Skills can be used during combat, but not for combat.</p>\n<p><strong>Aspect-based Skills</strong></p>\n<ul><li>Charm</li><li>Detect (magic or motive)</li><li>Heal</li><li>Intimidate</li><li>Persuade</li><li>Survival</li></ul>\n<p><strong>Intellect-based Skills</strong></p>\n<ul><li>Craft</li><li>Detect trap</li><li>Know (history, nature, or religion)</li><li>Listen</li><li>Magic Use</li><li>Spot</li></ul>\n<p><strong>Reflex-based Skills</strong></p>\n<ul><li>Acrobatics</li><li>Disarm trap</li><li>Hide</li><li>Pick lock</li><li>Sleight-of-hand</li><li>Sneak</li></ul>\n<h2><strong>Magic</strong></h2>\n<p>Magic is conjured using magic points (MP). Typically, only characters that possess the spell-casting class ability can use magic. Unless otherwise specified, spells are an automatic success.</p>\n<h1><strong>Lists</strong></h1>\n<h2><strong>Equipment</strong></h2>\n<p>Equipment can augment a character’s abilities, enabling them to inflict additional damage, increasing their hit points and/or toughness, or granting other unique bonuses. There are four classes of equipment: featherweight (FW), lightweight (LW), middleweight (MW), and heavyweight (HW). A sample of common equipment includes:</p>\n<p><strong>Armor</strong></p>\n<ul><li><em>Chainmail </em>– MW; +1 hit point, +1 toughness. Cost:</li><li><em>Leather, heavy</em> – MW; +2 hit points.</li><li><em>Leather, light </em>– LW; +1 hit point.</li><li><em>Mithril </em>– FW; +2 hit points, +1 toughness. Cost:</li><li><em>Platemail </em>– HW; +3 hit points, +1 toughness;<br/> slow movement speed when equipped.</li></ul>\n<p>Note: featherweight (FW) is a quality generally possessed by rare and/or magical equipment.</p>\n<p><strong>Melee Weapons</strong></p>\n<ul><li><em>Flail </em>– MW; +1 damage.</li><li><em>Greatsword </em>– HW; +1 attack, +1 damage.</li><li><em>Polearm </em>– HW; +2 attack.</li><li><em>Shield </em>– MW; +1 attack, +1 toughness. </li><li><em>Shortsword </em>– LW.</li></ul>\n<p><strong>Ranged Weapons</strong></p>\n<ul><li><em>Blowgun </em>– LW; range 40 ft</li><li><em>Crossbow, heavy</em> – MW; +1 damage; range 150 ft.</li><li><em>Hand-axe</em> – LW; range 30 ft.</li><li><em>Longbow </em>– MW; range 200 ft.</li><li><em>Shortbow </em>– LW; range 100 ft.</li></ul>\n<h2><strong>Items</strong></h2>\n<p>There are a number of items available to characters that may be beneficial. A small sample includes:</p>\n<ul><li><em>Healing potion</em> – average potion restores 1d5 hit points.</li><li><em>Spell scroll</em> – contains one spell (may be used once); must be read aloud.</li><li><em>Strength potion </em>– average potion grants +1 power for 1d10 rounds.</li><li><em>Ten-foot pole</em> – can be used to trigger traps; +1 to perception checks to detect traps.</li><li><em>Thief’s kit </em>– contains lock-picking tools.</li></ul>\n<h2><strong>Class Abilities</strong></h2>\n<p><strong>Cleric Class Abilities</strong></p>\n<p><em>Blessed </em>– re-roll any failed roll. Cost: 3 power points (4 if applied to a nearby ally).</p>\n<p><em>Smite </em>– inflicts 1d10 damage on an evil, undead, or otherwise unholy entity. Cost: 3 power points.</p>\n<p><em>Spell-casting (divine)</em> – start with 2 spells and cast divine spells for their cost in magic points; may not use any other type of spells.</p>\n<p><em>Words of healing</em> – a short invocation that grants +2 temporary hit points to allies within earshot. Cost: 1 power point. </p>\n<p><em>Words of strength</em> – a short invocation that grants +1 power to allies within earshot; lasts for 1d5 combat rounds. Cost: 2 power points.</p>\n<p><strong>Rogue Class Abilities</strong></p>\n<p><em>Deflect projectiles</em> – any projectile attack against you is a reflex challenge; if you win the challenge, the projectile is deflected. </p>\n<p><em>Evade </em>– dodge a successful attack. Cost: 1 power point.</p>\n<p><em>Fanged strike </em>– any time you roll a 10 in melee combat, gain an amount of hit points equal to the damage you inflict on your target.</p>\n<p><em>Feint</em> – if a melee attack fails, re-roll; the target suffers -1 toughness on this roll. Cost: 2 power points.</p>\n<p><em>Haste </em>– forgo your attack action to move up to double your maximum speed.</p>\n<p><strong>Warrior Class Abilities</strong></p>\n<p><em>By will alone </em>– resist the effects (but not the damage) of a spell targeting you. Cost: 2 power points.</p>\n<p><em>Defensive rush </em>– stop an attack against an ally within your movement range; power (for melee attacks) or reflex (for ranged attacks) challenge versus the attacker: if you win, any damage is canceled; otherwise, you take the damage. Cost: 2 power points.</p>\n<p><em>Overpower </em>– reroll a failed power challenge. Cost: 1 power point.</p>\n<p><em>Power strike</em> – increase the damage of your attack. Cost: 1 power point per point of damage increased.</p>\n<p><em>Withstand </em>– decrease the damage of a successful attack against you. Cost: 1 power point per 1 point of damage decreased.</p>\n<p><strong>Wizard Class Abilities</strong></p>\n<p><em>Arcane knowledge</em> – reduce spell cost by 1 magic point (may not reduce spell cost to 0).</p>\n<p><em>Prestidigitation </em>– creates a minor magical effect like colored smoke, blinking lights, disembodied sounds, etc.</p>\n<p><em>Re-spell</em> – if you cast a spell last combat round, you may cast it again for half its cost (rounded up) in magic points.</p>\n<p><em>Spell-casting (magical)</em> – start with 3 spells and cast magical spells for their cost in magic points; other spell types cost double (may not cast divine spells). </p>\n<p><em>Splash-effect</em> – modifies an attack spell, causing it to inflict equal damage to all creatures within a 10-foot radius of the target (attack roll versus toughness for each creature). Cost: 1 power point.</p>\n<h2><strong>Spells</strong></h2>\n<p><strong>Divine Spells</strong></p>\n<p><em>Burning touch</em> – inflicts 1d5 damage to evil, undead, or otherwise unholy entities. Cost: 2 magic points.</p>\n<p><em>Divine medicine</em> – restores 1d5 + 1 hit points, magic points, and power points. Cost: 2 magic points (1 if the caster possesses the heal skill).</p>\n<p><em>Fear of God </em>– inflicts a -1 toughness and -2 attack penalty for 1d5 rounds. Cost: 2 magic points.</p>\n<p><em>Holy shield</em> – grants a +2 toughness bonus to yourself and any allies within 10 ft. for 1d5 + your level combat rounds. Cost: 3 magic points.</p>\n<p><em>Turn undead</em> – all undead entities within 50 ft. must flee your presence for 1d5 rounds; when this spell is first cast, all undead must aspect save versus caster’s spell save or suffer 1 damage. Cost: 2 magic points.</p>\n<p><strong>Magical Spells</strong></p>\n<p><em>Charm person</em> – one non-hostile person becomes your friend. Cost: 1 MP.</p>\n<p><em>Dispel magic</em> – Cost: 2 MP.</p>\n<p><em>Fireball</em> – inflicts 1d5 damage. Cost: 2 MP.</p>\n<p><em>Heal</em> – restores 1d5. Cost: 1 MP.</p>\n<p><em>Magic missile</em> – inflicts 1 damage; attack roll vs toughness. Cost: 0 MP.</p>\n<p><br/><br/></p>\n</html>",
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}gruntprimeupvoted (100.00%) @td10 / tiny-d10-a-free-tiny-rpg2022/04/21 01:46:57
gruntprimeupvoted (100.00%) @td10 / tiny-d10-a-free-tiny-rpg
2022/04/21 01:46:57
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}gruntupvoted (100.00%) @td10 / tiny-d10-a-free-tiny-rpg2022/04/21 01:46:24
gruntupvoted (100.00%) @td10 / tiny-d10-a-free-tiny-rpg
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}gruntalphaupvoted (100.00%) @td10 / tiny-d10-a-free-tiny-rpg2022/04/21 01:45:51
gruntalphaupvoted (100.00%) @td10 / tiny-d10-a-free-tiny-rpg
2022/04/21 01:45:51
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}td10published a new post: tiny-d10-a-free-tiny-rpg2022/04/21 01:41:39
td10published a new post: tiny-d10-a-free-tiny-rpg
2022/04/21 01:41:39
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | tiny-d10-a-free-tiny-rpg |
| title | Tiny d10: Fantasy Core Rules (Ultra-Light Edition) |
| body | <html> <p>Tiny d10: Fantasy is an easy to learn,<br/> quick to play tabletop role-playing game (RPG) that requires only paper, pencil, and a<br/> single 10-sided die (1d10). The Fantasy Core Rules are presented here in ultra-abbreviated format. To find the full edition, which includes </p> <h1><br/><strong>Character Creation</strong></h1> <p><br/>When creating your character,<br/> consider things like his or her appearance, background, and general attitude.</p> <h2><strong>Races</strong></h2> <p><strong>Step 1:</strong><br/> Select a race.</p> <p><br/><strong>Dwarf</strong> –<br/> gain +1 hit point (HP) per level; +1 damage against goblins; low-light vision<br/><br/>up to 100'.</p> <p><br/><strong>Elf</strong> –<br/> gain +1 intellect at levels 1, 3, and 5; +1 to any know check.</p> <p><br/><strong>Halfling</strong> –<br/> gain +1 power point (PP) per level; +1 to sneak checks.</p> <p><br/><strong>Human</strong> –<br/> gain +1 aspect at levels 1, 3, and 5; +1 to persuade checks; +1 attack bonus against<br/><br/>natural beasts.</p> <h2><br/><strong>Classes</strong></h2> <p><br/><strong>Step 2:</strong><br/> Select a class.</p> <p><br/><strong>Cleric</strong> – T6;<br/> uses middleweight weapons & below; uses middleweight armor & below; +1 MP,<br/><br/>+2 PP. Begins with 3 class abilities.</p> <p><br/><strong>Rogue</strong> – T6;<br/> uses mediumweight weapons & below; uses lightweight armor; +1 HP, +2 PP.<br/><br/>Begins with 3 class abilities.</p> <p><br/><strong>Warrior</strong> – T7;<br/> uses all types of weapons and armors; +2 HP, +1 PP. Begins with 3 class abilities.</p> <p><br/><strong>Wizard</strong> – T5;<br/> uses only lightweight weapons; uses only featherweight armor; +3 MP. Begins<br/><br/>with 3 class abilities.</p> <h2><br/><strong>Attributes</strong></h2> <p><br/><strong>Step 3:</strong><br/> Assign attribute scores. Divide 3 points between the following attributes.</p> <p><br/><strong>Aspect (A)</strong> –<br/> awareness and charisma.</p> <p><br/><strong>Intellect (I)</strong> – mental<br/> acuity and sharpness.</p> <p><br/><strong>Power (P)</strong> –<br/> physical and mental strength.</p> <p><br/><strong>Reflex (R)</strong> –<br/> dexterity and speed.</p> <h2><br/><strong>Hit Points & Power Points</strong></h2> <p><strong>Step 4:</strong> Divide<br/>10 points between hit points and power points.</p> <p><br/><strong>Hit points (HP)</strong> –<br/> amount of damage a character can suffer before falling unconscious, and eventually<br/> dying. A successful attack typically deals 1 point of damage.</p> <p><br/><strong>Power points (PP)</strong> –<br/> added to attack rolls, check rolls, and challenge rolls. Only 1 point may be added<br/> per roll. Unless otherwise specified, they cannot be used to increase damage.</p> <h2><br/><strong>Magic Points</strong></h2> <p><strong>Step 5:</strong><br/> Generate magic points (applies only to magic-users like the cleric or wizard). Roll<br/><br/>1d10: On a roll of 1-5, gain +4 magic points; on a roll of 6-9, gain +5 magic<br/> points; on a roll of 10, gain +6 magic points.</p> <p><br/><strong>Magic points (MP)</strong> –<br/> expended to cast spells. Classes with the spell-casting ability begin with a<br/> certain amount of MP.</p> <h2><br/><strong>Wealth</strong></h2> <p><strong>Step 6:</strong> Generate<br/> wealth. Roll 1d10 for gold (gp), silver (sp), and copper pieces (cp), multiplying<br/><br/>each result by 10.</p> <p><br/>1gp = $50 | 1sp = $10 | 1cp =<br/> $1</p> <h1><br/><strong>Playing the Game</strong></h1> <p>Tiny d10 is a role-playing<br/> game, so most interactions should be role-played. However, there will be times<br/> when a die roll is unavoidable. Any attempt to do something that could result<br/> in failure requires a check.</p> <h2><br/><strong>Checks</strong></h2> <p><br/>When attempting to do<br/> something that could result in failure – like fording a raging river, staying<br/> astride a frightened horse, or hearing the soft footsteps of approaching<br/> enemies – a check should be made. To make a check, roll 1d10 and add the<br/> relevant attribute score (aspect, intellect, power, or reflex) and any relevant<br/> skill bonuses.</p> <p><br/>To determine a check’s <strong>toughness<br/> (T)</strong>, consider the following:</p> <ul><li><strong>T2-5<br/></strong> (simple toughness) – pulling an ally up from a<br/> ledge, or climbing a wall with large<br/> handholds.<br/></li><li><strong>T6-9</strong> (moderate toughness) – surprising unaware<br/> opponents, or fighting a strong current.<br/></li><li><strong>T10-11</strong> <br/>(difficult toughness) – surprising watchful<br/> opponents, or picking an expertly-crafted<br/> lock.<br/></li><li><strong>T12-13</strong><br/> (extreme toughness) – leaping across a massive<br/> chasm, or scaling a sheer and smooth stone<br/> precipice.<br/></li><li><strong>T14-15</strong><br/> (impossible toughness) – controlling a ship<br/> during a gale, or mounting and flying a wild<br/> dragon.<br/><br/><br/></li></ul> <p>There are two types of checks:</p> <p><br/><strong>Action checks</strong> are<br/> attempts to perform actions like climbing towers, dodging falling rocks, or hiding in nearby bushes. Action checks include attack rolls, challenges, and<br/> saves.</p> <p><strong>Perception checks</strong> are<br/> attempts to perceive something, like seeing hidden or obscured objects and<br/> creatures, or hearing hushed voices and furtive movements. Perception checks<br/> are performed by rolling 1d10 and adding the intellect attribute score. Bonuses<br/> from the spot and/or listen skills may also be added, as relevant.</p> <h2><strong>Saves</strong></h2> <p>When there is risk of<br/> immediate death or dismemberment – or similarly dire consequences – a save<br/> should be made. A standard save is performed by rolling 1d10 and adding<br/> relevant attribute scores and/or skill bonuses to the result. Succeeding a save<br/> cancels any deadly effects, but other effects (like serious injury) may still<br/> occur. A standard save has a toughness of 5 (T5), but certain conditions (e.g.<br/><br/>spells, effects, environmental factors, etc.) can change that.</p> <h2><br/><strong>Challenges</strong></h2> <p><br/>When two entities attempt the<br/> same thing at the same time, a challenge should be performed. To do so, roll<br/> 1d10 and add relevant attribute and skill bonuses to the result. The highest<br/> result succeeds.</p> <h2><br/><strong>Combat</strong></h2> <p><br/>Combat begins according to<br/> reflex scores: highest first, lowest last. Ties should be settled with a roll.<br/> Attack rolls work like action or perception checks. Roll 1d10 and add the<br/> relevant attribute score: if the result is equal to or higher than the target’s<br/> toughness, the attack is successful.</p> <p><br/><strong>Simplified Combat Rules</strong></p> <p>One combat round consists of all combatants'<br/> turns; each turn represents roughly 5 seconds.</p> <p>Only<br/> one attack/ability/spell per turn (unless otherwise noted).</p> <p><br/>Only<br/> one movement sequence per turn (if standing up after being knocked prone,<br/> movement range is reduced by half).</p> <p><br/>Less<br/> significant actions may be done freely.</p> <p>Damage<br/> inflicted is 1, unless otherwise specified.</p> <p><br/>Divine<br/> spells use aspect; magical spells use intellect; melee attacks use power;<br/> ranged and small weapon (e.g. dagger) attacks use reflex.</p> <p><br/><strong>Movement in Combat</strong></p> <p><br/>During combat, all classes are<br/> moderate in speed (unless otherwise specified) and may only move up to their<br/> maximum speed range per turn, though other factors – such as terrain – may<br/> affect this.</p> <p><br/>Slow = 20-40 ft. | Moderate =<br/> 40-60 ft. | Fast = 60=80 ft.</p> <h2><strong>Healing</strong></h2> <p><br/>At 0 hit points, characters<br/> are considered immobilized and dying, and will expire after 5 combat rounds. Standard healing restores 1-2<br/> hit points, magic points, and power points per successful T6 intellect check<br/> (if the character possesses the heal skill, healing is an automatic success).<br/> Magical healing generally does not restore magic or power points (unless<br/> otherwise specified). </p> <p><br/>During combat, an entire turn<br/> must be forfeit to heal (or to make a heal check). Out of combat, characters may<br/> make 1 heal check per every 4 in-game hours, or spend an entire day resting to<br/> restore 1d5 + 2 hit points, magic points, and power points.</p> <h2><br/><strong>Class Abilities</strong></h2> <p>Abilities are special feats<br/> and tactics that enhance a character’s proficiencies, and sometimes require the<br/> use of power points to invoke. Unless otherwise specified, abilities that<br/> target opponents require an attack roll versus toughness (as relevant).</p> <h2><br/><strong>Skills</strong></h2> <p><br/>Skills are specific<br/> competencies and can only be used in specific scenarios. For example: The <em>spot</em><br/><br/>skill can be used in a perception check to see something; the <em>persuade</em><br/> skill can be used in an aspect check to convince someone of something. When<br/> used, skills add a +1 bonus to checks. Skills can be used during combat, but<br/> not for combat.</p> <p><br/><strong>Aspect-based Skills</strong></p> <ul><li>Charm</li><li>Detect (magic or motive)</li><li>Heal</li><li>Intimidate</li><li>Persuade</li><li>Survival</li></ul> <p><strong>Intellect-based Skills</strong></p> <ul><li>Craft</li><li>Detect trap</li><li>Know (history, nature, or religion)</li><li>Listen</li><li>Magic Use</li><li>Spot</li></ul> <p><br/><strong>Reflex-based Skills</strong></p> <ul><li>Acrobatics</li><li>Disarm trap</li><li>Hide</li><li>Pick lock</li><li>Sleight-of-hand</li><li>Sneak</li></ul> <h2><br/><strong>Magic</strong></h2> <p><br/>Magic is conjured using magic<br/> points (MP). Typically, only characters that possess the spell-casting class<br/> ability can use magic. Unless otherwise specified, spells are an automatic<br/> success.</p> <h1><strong>Lists</strong></h1> <h2><strong>Equipment</strong></h2> <p>Equipment can augment a<br/> character’s abilities, enabling them to inflict additional damage, increasing<br/><br/>their hit points and/or toughness, or granting other unique bonuses. There are<br/> four classes of equipment: featherweight (FW), lightweight (LW), middleweight<br/> (MW), and heavyweight (HW). A sample of common equipment includes:</p> <p><br/><strong>Armor</strong></p> <ul><li><em>Chainmail </em>– MW; +1 hit point, +1 toughness. Cost:<br/></li><li><em>Leather, heavy</em> – MW; +2 hit points.</li><li><em>Leather, light </em>– LW; +1 hit point.</li><li><em>Mithril </em>– FW; +2 hit points, +1 toughness. Cost:<br/></li><li><em>Platemail </em>– HW; +3 hit points, +1 toughness;<br/> slow movement speed when equipped.</li></ul> <p><br/>Note: featherweight (FW) is a<br/> quality generally possessed by rare and/or magical equipment.</p> <p><br/><strong>Melee Weapons</strong></p> <ul><li><em>Flail<br/> </em>– <br/>MW; +1 damage.</li><li><em>Greatsword<br/> </em>– <br/>HW; +1 attack, +1 damage.</li><li><em>Polearm <br/></em>–<br/> HW; +2 attack.</li><li><em>Shield <br/></em>–<br/> MW; +1 attack, +1 toughness. </li><li><em>Shortsword </em>– LW.</li></ul> <p><br/><strong>Ranged Weapons</strong></p> <ul><li><em>Blowgun </em>– LW; range 40 ft</li><li><em>Crossbow, heavy</em> – MW; +1 damage; range 150 ft.</li><li><em>Hand-axe</em> – LW; range 30 ft.</li><li><em>Longbow </em>– MW; range 200 ft.</li><li><em>Shortbow </em>– LW; range 100 ft.</li></ul> <h2><br/><strong>Items</strong></h2> <p><br/>There are a number of items<br/> available to characters that may be beneficial. A small sample includes:</p> <ul><li><em>Healing potion</em> – average potion<br/> restores 1d5 hit points.</li><li><em>Spell scroll</em> – contains one<br/> spell (may be used once); must be read aloud.</li><li><em>Strength potion </em>– average potion<br/> grants +1 power for 1d10 rounds.</li><li><em>Ten-foot pole</em> – can be used to<br/> trigger traps; +1 to perception checks to detect traps.</li><li><em>Thief’s kit </em>– contains<br/> lock-picking tools.</li></ul> <h2><br/><strong>Class Abilities</strong></h2> <p><strong>Cleric Class Abilities</strong></p> <p><br/><em>Blessed </em>– re-roll any failed<br/> roll. Cost: 3 power points (4 if applied to a nearby ally).</p> <p><br/><em>Smite </em>– inflicts 1d10 damage on<br/> an evil, undead, or otherwise unholy entity. Cost: 3 power points.</p> <p><br/><em>Spell-casting (divine)</em> – start<br/> with 2 spells and cast divine spells for their cost in magic points; may not<br/> use any other type of spells.</p> <p><br/><em>Words of healing</em> – a short<br/> invocation that grants +2 temporary hit points to allies within earshot. Cost: 1 power point. </p> <p><br/><em>Words of strength</em> – a short<br/> invocation that grants +1 power to allies within earshot; lasts for 1d5 combat<br/> rounds. Cost: 2 power points.</p> <p><br/><strong>Rogue Class Abilities</strong></p> <p><br/><em>Deflect projectiles</em> – any<br/> projectile attack against you is a reflex challenge; if you win the challenge,<br/> the projectile is deflected. </p> <p><br/><em>Evade </em>– dodge a successful<br/> attack. Cost: 1 power point.</p> <p><br/><em>Fanged strike </em>– any time you<br/> roll a 10 in melee combat, gain an amount of hit points equal to the damage you<br/> inflict on your target.</p> <p><br/><em>Feint</em> – if a melee attack<br/> fails, re-roll; the target suffers -1 toughness on this roll. Cost: 2 power<br/><br/>points.</p> <p><br/><em>Haste </em>– forgo your attack<br/> action to move up to double your maximum speed.</p> <p><br/><strong>Warrior Class Abilities</strong></p> <p><br/><em>By will alone </em>– resist the <br/>effects (but not the damage) of a spell targeting you. Cost: 2 power points.</p> <p><br/><em>Defensive rush </em>– stop an<br/> attack against an ally within your movement range; power (for melee attacks) or<br/> reflex (for ranged attacks) challenge versus the attacker: if you win, any<br/> damage is canceled; otherwise, you take the damage. Cost: 2 power points.</p> <p><br/><em>Overpower </em>– reroll a failed<br/> power challenge. Cost: 1 power point.</p> <p><br/><em>Power strike</em> – increase the<br/> damage of your attack. Cost: 1 power point per point of damage increased.</p> <p><br/><em>Withstand </em>– decrease the<br/> damage of a successful attack against you. Cost: 1 power point per 1 point of<br/> damage decreased.</p> <p><strong>Wizard Class Abilities</strong></p> <p><br/><em>Arcane knowledge</em> – reduce<br/> spell cost by 1 magic point (may not reduce spell cost to 0).</p> <p><em>Prestidigitation </em>– creates a<br/> minor magical effect like colored smoke, blinking lights, disembodied sounds,<br/> etc.</p> <p><em>Re-spell</em> – if you cast a spell<br/> last combat round, you may cast it again for half its cost (rounded up) in<br/><br/>magic points.</p> <p><em>Spell-casting (magical)</em> –<br/> start with 3 spells and cast magical spells for their cost in magic points;<br/> other spell types cost double (may not cast divine spells). </p> <p><br/><em>Splash-effect</em> – modifies an<br/> attack spell, causing it to inflict equal damage to all creatures within a<br/> 10-foot radius of the target (attack roll versus toughness for each creature).<br/> Cost: 1 power point.</p> <h2><br/><strong>Spells</strong></h2> <p><br/><strong>Divine Spells</strong></p> <p><br/><em>Burning touch</em> – inflicts 1d5<br/> damage to evil, undead, or otherwise unholy entities. Cost: 2 magic points.</p> <p><br/><em>Divine medicine</em> – restores 1d5<br/> + 1 hit points, magic points, and power points. Cost: 2 magic points (1 if the<br/> caster possesses the heal skill).</p> <p><br/><em>Fear of God </em>– inflicts a -1<br/> toughness and -2 attack penalty for 1d5 rounds. Cost: 2 magic points.</p> <p><br/><em>Holy shield</em> – grants a +2<br/> toughness bonus to yourself and any allies within 10 ft. for 1d5 + your level<br/> combat rounds. Cost: 3 magic points.</p> <p><br/><em>Turn undead</em> – all undead<br/> entities within 50 ft. must flee your presence for 1d5 rounds; when this spell<br/> is first cast, all undead must aspect save versus caster’s spell save or suffer<br/> 1 damage. Cost: 2 magic points.</p> <p><br/><strong>Magical Spells</strong></p> <p><br/><em>Charm person</em> – one<br/> non-hostile person becomes your friend. Cost: 1 MP.</p> <p><br/><em>Dispel magic</em> –<br/> Cost: 2 MP.</p> <p><br/><em>Fireball</em> –<br/> inflicts 1d5 damage. Cost: 2 MP.</p> <p><br/><em>Heal</em> –<br/> restores 1d5. Cost: 1 MP.</p> <p><br/><em>Magic missile</em> –<br/> inflicts 1 damage; attack roll vs toughness. Cost: 0 MP.</p> <p><br/><br/></p> </html> |
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"title": "Tiny d10: Fantasy Core Rules (Ultra-Light Edition)",
"body": "<html>\n<p>Tiny d10: Fantasy is an easy to learn,<br/> quick to play tabletop role-playing game (RPG) that requires only paper, pencil, and a<br/> single 10-sided die (1d10). The Fantasy Core Rules are presented here in ultra-abbreviated format. To find the full edition, which includes </p>\n<h1><br/><strong>Character Creation</strong></h1>\n<p><br/>When creating your character,<br/> consider things like his or her appearance, background, and general attitude.</p>\n<h2><strong>Races</strong></h2>\n<p><strong>Step 1:</strong><br/> Select a race.</p>\n<p><br/><strong>Dwarf</strong> –<br/> gain +1 hit point (HP) per level; +1 damage against goblins; low-light vision<br/><br/>up to 100'.</p>\n<p><br/><strong>Elf</strong> –<br/> gain +1 intellect at levels 1, 3, and 5; +1 to any know check.</p>\n<p><br/><strong>Halfling</strong> –<br/> gain +1 power point (PP) per level; +1 to sneak checks.</p>\n<p><br/><strong>Human</strong> –<br/> gain +1 aspect at levels 1, 3, and 5; +1 to persuade checks; +1 attack bonus against<br/><br/>natural beasts.</p>\n<h2><br/><strong>Classes</strong></h2>\n<p><br/><strong>Step 2:</strong><br/> Select a class.</p>\n<p><br/><strong>Cleric</strong> – T6;<br/> uses middleweight weapons & below; uses middleweight armor & below; +1 MP,<br/><br/>+2 PP. Begins with 3 class abilities.</p>\n<p><br/><strong>Rogue</strong> – T6;<br/> uses mediumweight weapons & below; uses lightweight armor; +1 HP, +2 PP.<br/><br/>Begins with 3 class abilities.</p>\n<p><br/><strong>Warrior</strong> – T7;<br/> uses all types of weapons and armors; +2 HP, +1 PP. Begins with 3 class abilities.</p>\n<p><br/><strong>Wizard</strong> – T5;<br/> uses only lightweight weapons; uses only featherweight armor; +3 MP. Begins<br/><br/>with 3 class abilities.</p>\n<h2><br/><strong>Attributes</strong></h2>\n<p><br/><strong>Step 3:</strong><br/> Assign attribute scores. Divide 3 points between the following attributes.</p>\n<p><br/><strong>Aspect (A)</strong> –<br/> awareness and charisma.</p>\n<p><br/><strong>Intellect (I)</strong> – mental<br/> acuity and sharpness.</p>\n<p><br/><strong>Power (P)</strong> –<br/> physical and mental strength.</p>\n<p><br/><strong>Reflex (R)</strong> –<br/> dexterity and speed.</p>\n<h2><br/><strong>Hit Points & Power Points</strong></h2>\n<p><strong>Step 4:</strong> Divide<br/>10 points between hit points and power points.</p>\n<p><br/><strong>Hit points (HP)</strong> –<br/> amount of damage a character can suffer before falling unconscious, and eventually<br/> dying. A successful attack typically deals 1 point of damage.</p>\n<p><br/><strong>Power points (PP)</strong> –<br/> added to attack rolls, check rolls, and challenge rolls. Only 1 point may be added<br/> per roll. Unless otherwise specified, they cannot be used to increase damage.</p>\n<h2><br/><strong>Magic Points</strong></h2>\n<p><strong>Step 5:</strong><br/> Generate magic points (applies only to magic-users like the cleric or wizard). Roll<br/><br/>1d10: On a roll of 1-5, gain +4 magic points; on a roll of 6-9, gain +5 magic<br/> points; on a roll of 10, gain +6 magic points.</p>\n<p><br/><strong>Magic points (MP)</strong> –<br/> expended to cast spells. Classes with the spell-casting ability begin with a<br/> certain amount of MP.</p>\n<h2><br/><strong>Wealth</strong></h2>\n<p><strong>Step 6:</strong> Generate<br/> wealth. Roll 1d10 for gold (gp), silver (sp), and copper pieces (cp), multiplying<br/><br/>each result by 10.</p>\n<p><br/>1gp = $50 | 1sp = $10 | 1cp =<br/> $1</p>\n<h1><br/><strong>Playing the Game</strong></h1>\n<p>Tiny d10 is a role-playing<br/> game, so most interactions should be role-played. However, there will be times<br/> when a die roll is unavoidable. Any attempt to do something that could result<br/> in failure requires a check.</p>\n<h2><br/><strong>Checks</strong></h2>\n<p><br/>When attempting to do<br/> something that could result in failure – like fording a raging river, staying<br/> astride a frightened horse, or hearing the soft footsteps of approaching<br/> enemies – a check should be made. To make a check, roll 1d10 and add the<br/> relevant attribute score (aspect, intellect, power, or reflex) and any relevant<br/> skill bonuses.</p>\n<p><br/>To determine a check’s <strong>toughness<br/> (T)</strong>, consider the following:</p>\n<ul><li><strong>T2-5<br/></strong> (simple toughness) – pulling an ally up from a<br/> ledge, or climbing a wall with large<br/> handholds.<br/></li><li><strong>T6-9</strong> (moderate toughness) – surprising unaware<br/> opponents, or fighting a strong current.<br/></li><li><strong>T10-11</strong> <br/>(difficult toughness) – surprising watchful<br/> opponents, or picking an expertly-crafted<br/> lock.<br/></li><li><strong>T12-13</strong><br/> (extreme toughness) – leaping across a massive<br/> chasm, or scaling a sheer and smooth stone<br/> precipice.<br/></li><li><strong>T14-15</strong><br/> (impossible toughness) – controlling a ship<br/> during a gale, or mounting and flying a wild<br/> dragon.<br/><br/><br/></li></ul>\n<p>There are two types of checks:</p>\n<p><br/><strong>Action checks</strong> are<br/> attempts to perform actions like climbing towers, dodging falling rocks, or hiding in nearby bushes. Action checks include attack rolls, challenges, and<br/> saves.</p>\n<p><strong>Perception checks</strong> are<br/> attempts to perceive something, like seeing hidden or obscured objects and<br/> creatures, or hearing hushed voices and furtive movements. Perception checks<br/> are performed by rolling 1d10 and adding the intellect attribute score. Bonuses<br/> from the spot and/or listen skills may also be added, as relevant.</p>\n<h2><strong>Saves</strong></h2>\n<p>When there is risk of<br/> immediate death or dismemberment – or similarly dire consequences – a save<br/> should be made. A standard save is performed by rolling 1d10 and adding<br/> relevant attribute scores and/or skill bonuses to the result. Succeeding a save<br/> cancels any deadly effects, but other effects (like serious injury) may still<br/> occur. A standard save has a toughness of 5 (T5), but certain conditions (e.g.<br/><br/>spells, effects, environmental factors, etc.) can change that.</p>\n<h2><br/><strong>Challenges</strong></h2>\n<p><br/>When two entities attempt the<br/> same thing at the same time, a challenge should be performed. To do so, roll<br/> 1d10 and add relevant attribute and skill bonuses to the result. The highest<br/> result succeeds.</p>\n<h2><br/><strong>Combat</strong></h2>\n<p><br/>Combat begins according to<br/> reflex scores: highest first, lowest last. Ties should be settled with a roll.<br/> Attack rolls work like action or perception checks. Roll 1d10 and add the<br/> relevant attribute score: if the result is equal to or higher than the target’s<br/> toughness, the attack is successful.</p>\n<p><br/><strong>Simplified Combat Rules</strong></p>\n<p>One combat round consists of all combatants'<br/> turns; each turn represents roughly 5 seconds.</p>\n<p>Only<br/> one attack/ability/spell per turn (unless otherwise noted).</p>\n<p><br/>Only<br/> one movement sequence per turn (if standing up after being knocked prone,<br/> movement range is reduced by half).</p>\n<p><br/>Less<br/> significant actions may be done freely.</p>\n<p>Damage<br/> inflicted is 1, unless otherwise specified.</p>\n<p><br/>Divine<br/> spells use aspect; magical spells use intellect; melee attacks use power;<br/> ranged and small weapon (e.g. dagger) attacks use reflex.</p>\n<p><br/><strong>Movement in Combat</strong></p>\n<p><br/>During combat, all classes are<br/> moderate in speed (unless otherwise specified) and may only move up to their<br/> maximum speed range per turn, though other factors – such as terrain – may<br/> affect this.</p>\n<p><br/>Slow = 20-40 ft. | Moderate =<br/> 40-60 ft. | Fast = 60=80 ft.</p>\n<h2><strong>Healing</strong></h2>\n<p><br/>At 0 hit points, characters<br/> are considered immobilized and dying, and will expire after 5 combat rounds. Standard healing restores 1-2<br/> hit points, magic points, and power points per successful T6 intellect check<br/> (if the character possesses the heal skill, healing is an automatic success).<br/> Magical healing generally does not restore magic or power points (unless<br/> otherwise specified). </p>\n<p><br/>During combat, an entire turn<br/> must be forfeit to heal (or to make a heal check). Out of combat, characters may<br/> make 1 heal check per every 4 in-game hours, or spend an entire day resting to<br/> restore 1d5 + 2 hit points, magic points, and power points.</p>\n<h2><br/><strong>Class Abilities</strong></h2>\n<p>Abilities are special feats<br/> and tactics that enhance a character’s proficiencies, and sometimes require the<br/> use of power points to invoke. Unless otherwise specified, abilities that<br/> target opponents require an attack roll versus toughness (as relevant).</p>\n<h2><br/><strong>Skills</strong></h2>\n<p><br/>Skills are specific<br/> competencies and can only be used in specific scenarios. For example: The <em>spot</em><br/><br/>skill can be used in a perception check to see something; the <em>persuade</em><br/> skill can be used in an aspect check to convince someone of something. When<br/> used, skills add a +1 bonus to checks. Skills can be used during combat, but<br/> not for combat.</p>\n<p><br/><strong>Aspect-based Skills</strong></p>\n<ul><li>Charm</li><li>Detect (magic or motive)</li><li>Heal</li><li>Intimidate</li><li>Persuade</li><li>Survival</li></ul>\n<p><strong>Intellect-based Skills</strong></p>\n<ul><li>Craft</li><li>Detect trap</li><li>Know (history, nature, or religion)</li><li>Listen</li><li>Magic Use</li><li>Spot</li></ul>\n<p><br/><strong>Reflex-based Skills</strong></p>\n<ul><li>Acrobatics</li><li>Disarm trap</li><li>Hide</li><li>Pick lock</li><li>Sleight-of-hand</li><li>Sneak</li></ul>\n<h2><br/><strong>Magic</strong></h2>\n<p><br/>Magic is conjured using magic<br/> points (MP). Typically, only characters that possess the spell-casting class<br/> ability can use magic. Unless otherwise specified, spells are an automatic<br/> success.</p>\n<h1><strong>Lists</strong></h1>\n<h2><strong>Equipment</strong></h2>\n<p>Equipment can augment a<br/> character’s abilities, enabling them to inflict additional damage, increasing<br/><br/>their hit points and/or toughness, or granting other unique bonuses. There are<br/> four classes of equipment: featherweight (FW), lightweight (LW), middleweight<br/> (MW), and heavyweight (HW). A sample of common equipment includes:</p>\n<p><br/><strong>Armor</strong></p>\n<ul><li><em>Chainmail </em>– MW; +1 hit point, +1 toughness. Cost:<br/></li><li><em>Leather, heavy</em> – MW; +2 hit points.</li><li><em>Leather, light </em>– LW; +1 hit point.</li><li><em>Mithril </em>– FW; +2 hit points, +1 toughness. Cost:<br/></li><li><em>Platemail </em>– HW; +3 hit points, +1 toughness;<br/> slow movement speed when equipped.</li></ul>\n<p><br/>Note: featherweight (FW) is a<br/> quality generally possessed by rare and/or magical equipment.</p>\n<p><br/><strong>Melee Weapons</strong></p>\n<ul><li><em>Flail<br/> </em>– <br/>MW; +1 damage.</li><li><em>Greatsword<br/> </em>– <br/>HW; +1 attack, +1 damage.</li><li><em>Polearm <br/></em>–<br/> HW; +2 attack.</li><li><em>Shield <br/></em>–<br/> MW; +1 attack, +1 toughness. </li><li><em>Shortsword </em>– LW.</li></ul>\n<p><br/><strong>Ranged Weapons</strong></p>\n<ul><li><em>Blowgun </em>– LW; range 40 ft</li><li><em>Crossbow, heavy</em> – MW; +1 damage; range 150 ft.</li><li><em>Hand-axe</em> – LW; range 30 ft.</li><li><em>Longbow </em>– MW; range 200 ft.</li><li><em>Shortbow </em>– LW; range 100 ft.</li></ul>\n<h2><br/><strong>Items</strong></h2>\n<p><br/>There are a number of items<br/> available to characters that may be beneficial. A small sample includes:</p>\n<ul><li><em>Healing potion</em> – average potion<br/> restores 1d5 hit points.</li><li><em>Spell scroll</em> – contains one<br/> spell (may be used once); must be read aloud.</li><li><em>Strength potion </em>– average potion<br/> grants +1 power for 1d10 rounds.</li><li><em>Ten-foot pole</em> – can be used to<br/> trigger traps; +1 to perception checks to detect traps.</li><li><em>Thief’s kit </em>– contains<br/> lock-picking tools.</li></ul>\n<h2><br/><strong>Class Abilities</strong></h2>\n<p><strong>Cleric Class Abilities</strong></p>\n<p><br/><em>Blessed </em>– re-roll any failed<br/> roll. Cost: 3 power points (4 if applied to a nearby ally).</p>\n<p><br/><em>Smite </em>– inflicts 1d10 damage on<br/> an evil, undead, or otherwise unholy entity. Cost: 3 power points.</p>\n<p><br/><em>Spell-casting (divine)</em> – start<br/> with 2 spells and cast divine spells for their cost in magic points; may not<br/> use any other type of spells.</p>\n<p><br/><em>Words of healing</em> – a short<br/> invocation that grants +2 temporary hit points to allies within earshot. Cost: 1 power point. </p>\n<p><br/><em>Words of strength</em> – a short<br/> invocation that grants +1 power to allies within earshot; lasts for 1d5 combat<br/> rounds. Cost: 2 power points.</p>\n<p><br/><strong>Rogue Class Abilities</strong></p>\n<p><br/><em>Deflect projectiles</em> – any<br/> projectile attack against you is a reflex challenge; if you win the challenge,<br/> the projectile is deflected. </p>\n<p><br/><em>Evade </em>– dodge a successful<br/> attack. Cost: 1 power point.</p>\n<p><br/><em>Fanged strike </em>– any time you<br/> roll a 10 in melee combat, gain an amount of hit points equal to the damage you<br/> inflict on your target.</p>\n<p><br/><em>Feint</em> – if a melee attack<br/> fails, re-roll; the target suffers -1 toughness on this roll. Cost: 2 power<br/><br/>points.</p>\n<p><br/><em>Haste </em>– forgo your attack<br/> action to move up to double your maximum speed.</p>\n<p><br/><strong>Warrior Class Abilities</strong></p>\n<p><br/><em>By will alone </em>– resist the <br/>effects (but not the damage) of a spell targeting you. Cost: 2 power points.</p>\n<p><br/><em>Defensive rush </em>– stop an<br/> attack against an ally within your movement range; power (for melee attacks) or<br/> reflex (for ranged attacks) challenge versus the attacker: if you win, any<br/> damage is canceled; otherwise, you take the damage. Cost: 2 power points.</p>\n<p><br/><em>Overpower </em>– reroll a failed<br/> power challenge. Cost: 1 power point.</p>\n<p><br/><em>Power strike</em> – increase the<br/> damage of your attack. Cost: 1 power point per point of damage increased.</p>\n<p><br/><em>Withstand </em>– decrease the<br/> damage of a successful attack against you. Cost: 1 power point per 1 point of<br/> damage decreased.</p>\n<p><strong>Wizard Class Abilities</strong></p>\n<p><br/><em>Arcane knowledge</em> – reduce<br/> spell cost by 1 magic point (may not reduce spell cost to 0).</p>\n<p><em>Prestidigitation </em>– creates a<br/> minor magical effect like colored smoke, blinking lights, disembodied sounds,<br/> etc.</p>\n<p><em>Re-spell</em> – if you cast a spell<br/> last combat round, you may cast it again for half its cost (rounded up) in<br/><br/>magic points.</p>\n<p><em>Spell-casting (magical)</em> –<br/> start with 3 spells and cast magical spells for their cost in magic points;<br/> other spell types cost double (may not cast divine spells). </p>\n<p><br/><em>Splash-effect</em> – modifies an<br/> attack spell, causing it to inflict equal damage to all creatures within a<br/> 10-foot radius of the target (attack roll versus toughness for each creature).<br/> Cost: 1 power point.</p>\n<h2><br/><strong>Spells</strong></h2>\n<p><br/><strong>Divine Spells</strong></p>\n<p><br/><em>Burning touch</em> – inflicts 1d5<br/> damage to evil, undead, or otherwise unholy entities. Cost: 2 magic points.</p>\n<p><br/><em>Divine medicine</em> – restores 1d5<br/> + 1 hit points, magic points, and power points. Cost: 2 magic points (1 if the<br/> caster possesses the heal skill).</p>\n<p><br/><em>Fear of God </em>– inflicts a -1<br/> toughness and -2 attack penalty for 1d5 rounds. Cost: 2 magic points.</p>\n<p><br/><em>Holy shield</em> – grants a +2<br/> toughness bonus to yourself and any allies within 10 ft. for 1d5 + your level<br/> combat rounds. Cost: 3 magic points.</p>\n<p><br/><em>Turn undead</em> – all undead<br/> entities within 50 ft. must flee your presence for 1d5 rounds; when this spell<br/> is first cast, all undead must aspect save versus caster’s spell save or suffer<br/> 1 damage. Cost: 2 magic points.</p>\n<p><br/><strong>Magical Spells</strong></p>\n<p><br/><em>Charm person</em> – one<br/> non-hostile person becomes your friend. Cost: 1 MP.</p>\n<p><br/><em>Dispel magic</em> –<br/> Cost: 2 MP.</p>\n<p><br/><em>Fireball</em> –<br/> inflicts 1d5 damage. Cost: 2 MP.</p>\n<p><br/><em>Heal</em> –<br/> restores 1d5. Cost: 1 MP.</p>\n<p><br/><em>Magic missile</em> –<br/> inflicts 1 damage; attack roll vs toughness. Cost: 0 MP.</p>\n<p><br/><br/></p>\n</html>",
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}2022/04/20 04:02:09
2022/04/20 04:02:09
| delegator | steem |
| delegatee | td10 |
| vesting shares | 26824.510384 VESTS |
| Transaction Info | Block #63462694/Trx edd8a5f47bb2906e569bbd8e287afa5cbc21b220 |
View Raw JSON Data
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}executive-boardsent 0.001 STEEM to @td10- "❗ Hello td10, great that you are using the STEEM blockchain. The Executive Board is publishing insider infos at https://discord.gg/KyBbmhh on how you will be earning the most coins. It's easy, just fo..."2022/04/20 02:52:06
executive-boardsent 0.001 STEEM to @td10- "❗ Hello td10, great that you are using the STEEM blockchain. The Executive Board is publishing insider infos at https://discord.gg/KyBbmhh on how you will be earning the most coins. It's easy, just fo..."
2022/04/20 02:52:06
| from | executive-board |
| to | td10 |
| amount | 0.001 STEEM |
| memo | ❗ Hello td10, great that you are using the STEEM blockchain. The Executive Board is publishing insider infos at https://discord.gg/KyBbmhh on how you will be earning the most coins. It's easy, just follow the instructions. THE 1000X BOOSTER KEY is already waiting for you over there too. 😉 Warm regards, The Executive Board. |
| Transaction Info | Block #63461298/Trx dd8e5aa52c784a0c659c95c4c0ce46932844641b |
View Raw JSON Data
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"amount": "0.001 STEEM",
"memo": "❗ Hello td10, great that you are using the STEEM blockchain. The Executive Board is publishing insider infos at https://discord.gg/KyBbmhh on how you will be earning the most coins. It's easy, just follow the instructions. THE 1000X BOOSTER KEY is already waiting for you over there too. 😉 Warm regards, The Executive Board."
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}td10published a new post: class-ability-guardian-angel-cleric2022/04/20 02:50:36
td10published a new post: class-ability-guardian-angel-cleric
2022/04/20 02:50:36
| parent author | |
| parent permlink | rpg |
| author | td10 |
| permlink | class-ability-guardian-angel-cleric |
| title | Class Ability: Guardian Angel (Cleric) |
| body |  A cleric may, during character creation or at any time while praying in a temple, forgo one spell to obtain a guardian angel who will intercede on his or her behalf, proffering the following benefits: - If the cleric rolls a 1, he or she may reroll (once); - If the cleric receives a death-dealing blow, he or she may roll 1d10: if the result is 5 or higher, the blow misses; - If the cleric is attacking an evil entity, he or she inflicts +1 damage each successful attack. |
| json metadata | {"tags":["rpg","td10","fantasy"],"image":["https://cdn.steemitimages.com/DQmZeBh7QaEbxEBreYn34eMMNGXhrfJgK76txrgRXruK1TW/angel.png"],"app":"steemit/0.2","format":"markdown"} |
| Transaction Info | Block #63461269/Trx a1f28c6563b2dd489a4fc8db53e002ae02b10888 |
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"title": "Class Ability: Guardian Angel (Cleric)",
"body": "\n\nA cleric may, during character creation or at any time while praying in a temple, forgo one spell to obtain a guardian angel who will intercede on his or her behalf, proffering the following benefits:\n\n- If the cleric rolls a 1, he or she may reroll (once);\n- If the cleric receives a death-dealing blow, he or she may roll 1d10: if the result is 5 or higher, the blow misses;\n- If the cleric is attacking an evil entity, he or she inflicts +1 damage each successful attack.",
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}td10updated their account properties2022/04/20 02:44:27
td10updated their account properties
2022/04/20 02:44:27
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| extensions | [] |
| Transaction Info | Block #63461146/Trx dbb2be9a0337547b92eb254a3b27e09cee6eda5b |
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}td10updated their account properties2022/04/20 02:44:15
td10updated their account properties
2022/04/20 02:44:15
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| extensions | [] |
| Transaction Info | Block #63461142/Trx 956785e9744e89175e7c8b1d3c3733710c67b857 |
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}Manabar
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}Witness Votes
0 / 30
No active witness votes.
[]