From 3f4bea9c5e36490661624ff0bb30cbf4fda9591b Mon Sep 17 00:00:00 2001
From: Filip Wandzio <contact@philw.dev>
Date: Sat, 24 Jan 2026 08:39:00 +0100
Subject: Create basic ruleset

The ruleset contains basics, character creation, combat, magic.

Implement example one-shot campain.
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+\chapter{Introduction}
+\textit{SRPGD} is a modular OSR system inspired by MYFAROG and Basic Fantasy. 
+It focuses on old-school principles: simple rules, player freedom, and a deadly, unpredictable world. 
+Though designed for dark fantasy, its modularity lets you adapt it to other settings. 
+Exploration, combat, and magic emphasize risk, resourcefulness, and consequence over complexity.
+
+\textit{SRPGD} is an OSR-inspired d20 system. The core mechanic is simple: roll a twenty-sided die, add relevant modifiers, and compare the result to a target number. Success means the character overcomes a challenge; failure can bring consequences or complications.
+
+Players create and control characters, describing their actions, making decisions, and rolling dice to determine outcomes. They drive the story through their choices and creativity.
+
+The Game Master (GM) runs the game world, presents challenges and threats, controls non-player characters, and interprets the rules. The GM ensures the narrative flows, balances tension, and adjudicates outcomes.
+
+Together, Players and the GM tell a story of danger, discovery, and survival in a harsh, unforgiving world.
+
+\section{Requirements}
+
+To play, you need pencil, paper, and a set of dice (at least a d20). A character sheet helps track stats and gear. Above all, bring imagination and a willingness to face risk.
+
+\section{Setting Flexibility}
+
+\textit{SRPGD} is a setting-agnostic system. Though built with dark fantasy in mind, its modular design lets you easily adapt it to other genres—including science fiction—by swapping or modifying tables and details.
+
+This open framework encourages creativity, letting GMs and players craft unique worlds without being tied to preset lore or limitations. The system’s focus on core mechanics ensures smooth play regardless of setting.
+
+\section{How to Use This Book}
+
+This book is designed to be modular and flexible. Game Masters are encouraged to adapt, change, or ignore rules as needed to best fit their group and story. The system’s simplicity makes it easy to add new elements, tweak mechanics, or invent your own content.
+
+Each chapter covers a core aspect of the game.
+Feel free to reorder, combine, or expand sections to suit your vision.
+
+This book is a toolkit, not a cage. Use it to build your world, challenge your players, and create memorable adventures on your own terms.
+
+\section{Character Generation}
+To create a character, roll $3d6$ for each core attribute. 
+Strength defines raw physical power and the ability to wield melee weapons.
+Dexterity governs speed, balance, reflexes, and precision. 
+Constitution determines endurance, stamina, and resilience to injury. 
+Intelligence measures memory, logic, perception, and the ease of learning.
+Faith reflects conviction, willpower, and resistance to the harsh events of the world.
+Note each atribute in your character sheet and apply modifiers accordingly to table \ref{tab:ability-modifiers}.
+
+\begin{table}[htbp]
+\centering
+\begin{tabularx}{0.7\columnwidth}{lX}
+Score & Modifier\\
+\midrule
+3 & -3\\
+4-5 & -2\\
+6-8 & -1\\
+9-12 & 0\\
+13-15 & +1\\
+16-17 & +2\\
+18 & +3\\
+\end{tabularx}
+\caption{Ability Score Modifiers}
+\label{tab:ability-modifiers}
+\vspace{1em}
+\end{table}
+
+Characters do not have traditional skill sets. Instead, when attempting an action, players test one of their core attributes by describing their intent and approach. The Game Master determines which attribute applies based on the nature of the action. This encourages player creativity and narrative-driven gameplay, focusing on how the character attempts a task rather than relying on predefined skills and solving every interaction via rule table.
+
+
+\subsection{Example Skill Usage}
+
+Imagine player character named Herkja. 
+She is some kind of rogue and illusionist and she is attempting to sneak past a guard. 
+The player describes moving silently and cloaking her footsteps with a minor illusion spell.
+
+The GM calls for a Dexterity check to determine if Herkja’s stealth is successful. Herkja rolls a d20 and adds her Dexterity modifier (+2).
+
+Next, to control the illusion that mutes her footsteps, Herkja must make an Intelligence check. She rolls a d20 and adds her Intelligence modifier (+1).
+
+The guard, alert but tired, rolls a d20 and adds their Intelligence modifier (+0) for the awareness check.
+
+Suppose the rolls are:
+
+\begin{itemize}
+    \item Herkja’s stealth roll: 13 + 2 = 15
+    \item Herkja’s illusion control roll: 14 + 1 = 15
+    \item Guard’s awareness roll: 12 + 0 = 12
+\end{itemize}
+
+Since Herkja’s stealth and illusion checks both exceed the guard’s awareness roll, she successfully sneaks by unnoticed. If either check had failed to beat the guard’s roll, the illusion might falter or the guard could detect her presence.
+
+
+\subsection{Flaws}
+Every character carries a flaw, a crack in mind, body, or will that shapes behavior. 
+To determine it, roll 2d10 and resolve using the table below. 
+
+\textit{Hint for players: a flaw can create tension, drama, or memorable moments. Clever roleplay may even turn it into an advantage.}
+
+
+\vspace{1em}
+\noindent
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Flaw \\
+\midrule
+1 & Cowardice \\
+2 & Haunted \\
+3 & Addiction \\
+4 & Loyalty \\
+5 & Paranoia \\
+6 & Cruelty \\
+7 & Phobia \\
+8 & Obsession \\
+9 & Honor \\
+10 & Numbness \\
+11 & Honesty \\
+12 & Submission \\
+13 & Insomnia \\
+14 & Curiosity \\
+15 & Taboo \\
+16 & Guilt \\
+17 & Degeneration \\
+18 & Reality Fracture \\
+19 & Temptation \\
+20 & Fatalism \\
+21 & Temper \\
+22 & Gluttony \\
+23 & Pride \\
+24 & Impatience \\
+25 & Cowardly Luck \\
+\end{tabularx}
+
+\vspace{1em}
+\noindent
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Flaw \\
+\midrule
+26 & Recklessness \\
+27 & Secretive \\
+28 & Stubbornness \\
+29 & Superstition \\
+30 & Selfishness \\
+31 & Weak Grip \\
+32 & Clumsiness \\
+33 & Forgetfulness \\
+34 & Naivety \\
+35 & Silence \\
+36 & Suspicion \\
+37 & Obesity \\
+38 & Fragile Health \\
+39 & Addiction \\
+40 & Gullibility \\
+41 & Superiority \\
+42 & Reckless Hope \\
+43 & Blind Faith \\
+44 & Cowardice \\
+45 & Hesitation \\
+46 & Melancholy \\
+47 & Hubris \\
+48 & Greed \\
+49 & Naive Curiosity \\
+50 & Fear of Death \\
+\end{tabularx}
+
+\vspace{1em}
+\noindent
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Flaw \\
+\midrule
+51 & Obsession \\
+52 & Compulsion \\
+53 & Impulsiveness \\
+54 & Vulnerability \\
+55 & Irritability \\
+56 & Prejudice \\
+57 & Self-doubt \\
+58 & Hallucinations \\
+59 & Greed \\
+60 & Reckless Courage \\
+61 & Weak Resolve \\
+62 & Fanaticism \\
+63 & Secret Fear \\
+64 & Claustrophobia \\
+65 & Obsession \\
+66 & Slow Reflexes \\
+67 & Emotional Instability \\
+68 & Overconfidence \\
+69 & Cowardly Habit \\
+70 & Stubborn Loyalty \\
+71 & Muteness \\
+72 & Hallucination \\
+73 & Overthinking \\
+74 & Hypochondria \\
+75 & Claustrophobia \\
+\end{tabularx}
+
+\vspace{1em}
+\noindent
+\begin{tabularx}{\columnwidth}{@{}r X@{}}
+Roll & Flaw \\
+\midrule
+76 & Superstition \\
+77 & Sadism \\
+78 & Addiction \\
+79 & Gullibility \\
+80 & Cowardice \\
+81 & Obsession \\
+82 & Pride \\
+83 & Recklessness \\
+84 & Weak Will \\
+85 & Curiosity \\
+86 & Fear \\
+87 & Obsession \\
+88 & Phobia \\
+89 & Madness \\
+90 & Hubris \\
+91 & Selfishness \\
+92 & Compulsion \\
+93 & Naivety \\
+94 & Weak Grip \\
+95 & Temper \\
+96 & Fragile Health \\
+97 & Melancholy \\
+98 & Obsession \\
+99 & Paranoia \\
+100 & Fatalism \\
+\end{tabularx}
+
+\subsection{Currency}
+Every character begins the adventure with a small sum of coin, representing what they have managed to gather, steal, or inherit before leaving their past behind. To determine starting gold, roll $3d6$ and multiply the total by 10. The result is the number of gold pieces (gp) your character carries. 
+
+This is not a limit on what can be acquired during play, but it sets expectations for equipment, bribes, and other minor expenses at the start of the game. Wealth in this system is precarious; it may vanish quickly through necessity, theft, or misfortune.
+
+\subsection{Starting Equipment}
+
+All equipment must be purchased using starting gold. Items are worn, salvaged, stolen, or forged by desperate hands. Nothing is new. Nothing is clean.
+
+
+\vspace{1em}
+\noindent
+
+\subsection*{Weapons}
+
+\begin{tabularx}{\columnwidth}{@{}X c c r@{}}
+Weapon & Damage & Properties & Price (gp) \\
+\midrule
+Rusted dagger & 1d4 & Light, concealable & 3 \\
+Wooden club & 1d4 & Blunt & 1 \\
+Hand axe & 1d6 & Light & 8 \\
+Woodcutter's axe & 1d8 & Two-handed & 12 \\
+Chipped short sword & 1d6 & One-handed & 15 \\
+Worn long sword & 1d8 & One-handed & 25 \\
+Dented iron mace & 1d6 & Blunt & 10 \\
+Chain flail & 1d8 & Reach & 18 \\
+Cracked-shaft spear & 1d8 & Reach, two-handed & 6 \\
+Old war halberd & 1d10 & Reach, two-handed & 30 \\
+Short bow & 1d6 & Ranged (60 ft) & 18 \\
+Long bow & 1d8 & Ranged (100 ft) & 25 \\
+Crossbow & 1d10 & Reload & 28 \\
+Throwing knives (3) & 1d4 & Thrown (30 ft) & 4 \\
+\end{tabularx}
+
+\vspace{1em}
+\subsection*{Armor and Shields}
+
+\begin{tabularx}{\columnwidth}{@{}X c c r@{}}
+Armor & Armor Value (AC) & Properties & Price (gp) \\
+\midrule
+Cloth rags & 11 & Light & 5 \\
+Padded armor & 12 & Light & 8 \\
+Patched leather armor & 13 & Light & 25 \\
+Studded leather & 14 & Medium & 40 \\
+Rusted chain shirt & 15 & Medium & 45 \\
+Chainmail & 16 & Heavy & 60 \\
+Dented helmet & +1 & Stackable & 5 \\
+Small shield & +1 & Off-hand & 8 \\
+Large shield & +2 & Off-hand & 15 \\
+\end{tabularx}
+
+\vspace{1em}
+\subsection*{Clothing and Gear}
+
+\begin{tabularx}{\columnwidth}{@{}X r@{}}
+Item & Price (gp) \\
+\midrule
+Worn common clothes & 2 \\
+Hooded cloak & 4 \\
+Leather boots & 3 \\
+Workman's gloves & 2 \\
+Leather belt & 1 \\
+Backpack & 4 \\
+Belt pouch & 1 \\
+Bedroll & 3 \\
+Wool blanket & 2 \\
+Hemp rope (10 m) & 5 \\
+Torch & 1 \\
+Lantern & 6 \\
+Lamp oil flask & 1 \\
+Flint and steel & 3 \\
+Iron crowbar & 5 \\
+Waterskin & 2 \\
+Travel rations (1 day) & 1 \\
+Mess kit & 3 \\
+\end{tabularx}
+
+\vspace{1em}
+\subsection*{Tools and Utility}
+
+\begin{tabularx}{\columnwidth}{@{}X r@{}}
+Item & Price (gp) \\
+\midrule
+Lockpicks & 8 \\
+Grappling hook & 8 \\
+Iron hammer & 4 \\
+Iron spikes (5) & 3 \\
+Chalk & 1 \\
+Quill and ink & 2 \\
+Glass vial & 1 \\
+Bandages (5 uses) & 4 \\
+Cracked hand mirror & 4 \\
+Tarnished holy symbol & 4 \\
+Incense sticks (3) & 3 \\
+\end{tabularx}
+
+\vspace{1em}
+\subsection*{Questionable Goods}
+
+\begin{tabularx}{\columnwidth}{@{}X r@{}}
+Item & Price (gp) \\
+\midrule
+Cheap alcohol & 1 \\
+Weak black market poison & 15 \\
+Sleeping draught & 10 \\
+Fake lucky charm & 2 \\
+Unknown relic fragment & 12 \\
+Incomplete forbidden book & 20 \\
+Preserved monster organ & 10 \\
+\end{tabularx}
+
+
+\subsection{Acquiring Magic}
+
+Magic knowledge is found, stolen, or bargained for. At character creation or during play, a character can attempt to acquire magic formulas as follows:
+
+\begin{enumerate}
+\item \textbf{Spell Acquisition Cost}: Spending 20 gp worth of coin, favors, or rare items allows a single roll on a spell school table to gain a spell formula.  
+\item \textbf{Spell Schools}:  
+\begin{itemize}  
+\item Anyone may attempt Illusion, Elemental, or Blasphemy spells.  
+\item If characters acquires Blasphemy, they cannot perform Ritual or Miracle magic. 
+\item Miracles require a religious or priestly background.  
+\item Rituals require cult knowledge or extended study.  
+\end{itemize}  
+\item \textbf{Spell Formula}: Acquiring a spell formula grants knowledge of how to cast it—but not mastery.  
+\end{enumerate}
+
+\subsection*{Choosing Magic at Character Creation}
+
+Players may acquire spell knowledge during character creation by one of the following methods:
+
+\begin{description}
+\item[1. Random Discovery:]  
+Pay 20 gp or offer a rare item to roll once on a chosen magic school table (Illusion, Elemental, Blasphemy, Miracle, or Ritual).  
+The spell rolled is the formula learned.
+
+\item[2. Focused Study:]  
+Pay 40 gp or offer a more valuable rare item (twice the base cost) to select one magic school.  
+Roll d10 on that school’s spell table and choose one spell from the results to learn.  
+This represents targeted study or having a mentor.
+
+\item[3. Forbidden Bargain:]  
+Sacrifice 1d4 points from INT or FAI or take 1 permanent corruption point.  
+Select any one spell from any flavor's tables without rolling.  
+This represents a dark bargain or ritual sacrifice for forbidden knowledge.
+\end{description}
+
+Regardless of method, learning the spell requires downtime and a learning check (see \emph{Learning Spells}).
+
-- 
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