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Squires Errant: Rules For Fantastic, Late-Medieval Role-Playing Games

Squires Errant is a simple roleplaying game set in a late medieval fantasy world. The document provides an overview of the game's rules and mechanics, as well as details on character creation and classes. Upcoming expansions are planned to add rules for running adventures and non-player characters. The game draws inspiration from other minimalist roleplaying games and aims to provide a fun yet accessible experience for players.

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Shannon Lewis
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0% found this document useful (0 votes)
249 views3 pages

Squires Errant: Rules For Fantastic, Late-Medieval Role-Playing Games

Squires Errant is a simple roleplaying game set in a late medieval fantasy world. The document provides an overview of the game's rules and mechanics, as well as details on character creation and classes. Upcoming expansions are planned to add rules for running adventures and non-player characters. The game draws inspiration from other minimalist roleplaying games and aims to provide a fun yet accessible experience for players.

Uploaded by

Shannon Lewis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Forthcoming Expansions

Squires Errant The following additional content is


currently planned for Squires Errant:
1. A Game Master’s guide with rules for
RULES FOR FANTASTIC, LATE-MEDIEVAL ROLE-PLAYING GAMES running non-player characters
by Tim B. of quarterlingscorner.blogspot.com
(including reactions & morale) and
advice for designing adventures
2. One or more additional player’s

K
guides with more classes and rules
nighthood, old men blather on,
for knight-level play (castles,
used to mean something. These
retainers, warbands)
days, with mercenaries fighting
3. A booklet collecting all these rules,
all the wars, all a knight has to do is pay
revised after playtesting
his tithes.
When the war gets hard or the crops
don’t yield, a knight sends his squires to Behind the Game
quest for long-forgotten gold in ancient Squires Errant stands on the shoulders of
caverns and horrible tombs. giants. Inspirations include:
The squires, traditionally tasked with 1. The old-school minimalists:
recovering 10,000 gold pieces (gp) worth a. Chris McDowall (Into the Odd,
of treasure, are promised knighthood if Electric Bastionland)
they are so courageous and clever as to b. Ben Milton of Questing Beast
return… (Maze Rats, Knave)
2. The dice mechanics and SPECIAL
What’s in it for me? ATTACKS of Red Ink Adventures 2.0 by
Upon being knighted, you gain the Dreaming Dragonslayer
following benefits: 3. The simple damage rules and
1. You become twice as hard to kill Unmarked Packages of Lair of the
o (double your maximum HP) Lamb by Arnold K. of Goblin Punch
2. You hit harder, move faster, or use
Table of Contents your unique abilities more often Special Thanks
Introduction ...........1 o (increase two ability scores of 1. Max, my first GM, introduction to
Becoming a Squire ...........2 your choice by 1 or one ability weird RPGs, and fellow rules-hacker
score of your choice by 2, to a 2. Miranda, my current GM (No
1d Classic Classes ...........3
maximum of 3) witnesses!)
Exploration ...........4
3. You become eligible to be granted 3. Nick, a.k.a. Don Antonio Etc. Etc.
Combat ...........5 land on which to develop a castle and 4. Tom, my game design professor
recruit armies and followers whose class spawned this project in
o (see point 2 under “forth- the first place
CC BY 4.0. coming expansions”)

1
Becoming a Squire 1d Classic Classes
A few preparations are necessary to play Optional: Choose a Class 1. Barbarian (foreign warrior) 4. Rogue (thief or assassin)
a game of Squires Errant: VIRTUE: Even naked, you have 2 AC. VIRTUE: When you ambush, your first attack
Since they let anyone quest for knight-
1. At least one six-sided die (1d) or, OATH: No magic items or spells except those deals maximum damage.
hood these days, you may wish to adopt a
ideally, one for each player that deal damage. OATH: No heavy armor or blunt weapons.
CHARACTER CLASS to differentiate your- 1. Barbarian DelicacyI. Consume to restore 1. LockpicksI. Pick a mundane lock with a
2. One player to serve as the GAME
self. A class adds the following to your yourself to from ≥0 HP to maximum HP successful DX Save. Picks break on a
MASTER (GM), the game’s host and
character sheet: or from <0 HP to 0 HP. failure. Attempt takes 10 minutes.
facilitator
1. a VIRTUE: a distinguishing strength 2. RageM. Gain +1 attack per action and +1 2. PoisonI. 1d+3 damage if ingested. Coat on
3. Remaining players to play as squires,
2. an OATH: a pledge to not use certain AC, lose clear sense of self-preservation weapon or arrows to grant +1 against
or PLAYER CHARACTERS (PCs), whose and who is an enemy until combat ends. poisonable creatures for 10 minutes.
kinds of equipment
abilities and possessions are 3. Wild SpiritM. Gain a simple property of 3. Smoke BombI. 20’ radius sphere, 3 rounds.
3. three BOONS: items (I) you can
recorded on a CHARACTER SHEET any animal for 1 minute: Eyes of Hawk, Negates ranged attacks against obscured
produce, MANEUVERS (M) you can
Nose of Hound, Strength of Bear, etc. creatures, imposes -1 on melee attacks.
perform, and SPELLS (S) you can cast
Create Your Squire After producing, casting, or perform- 2. Black Mage (Academy-trained) 5. Ranger (game warden or poacher)
To create a new squire and fill out their
ing x Boons, where x = your Intelligence VIRTUE: With 1 action, your hand can shoot a VIRTUE: Your ranged attacks have twice the
character sheet (any clean sheet of paper bolt of fire, frost, or lightning (1d+1 ranged). normal range (1d 5-60’, 1d-1 60-120’).
score, you cannot do so again until you
will do), follow the instructions below: OATH: No light or heavy armor. OATH: No heavy or unpractical armor.
have had a good night’s sleep and used
1. Record your three ABILITY SCORES. 1. Inferno S. A fire you can see, no smaller 1. BarrageM. Rapid and indiscriminate fire.
any items among the previous x Boons.
Determine by rolling on the table than a campfire, explodes (20’ radius (AREA ATTACK, 30’-long cone, originates
If your Intelligence score is 0, x = 1, but
below or, with your GM’s permis- sphere, 1d+3 AREA ATTACK). from you, base diameter of 30’.)
you are unable to use one of your Boons. 2. Study PreyM. Gain +1 on attacks against
sion, simply choose a row 2. Levitate S. Target no larger than a horse
Choose the two you are able to use now, hovers 2’ above ground. If an object, it target for 24 hours and learn either its
1d Strength Dexterity Intelligence during character creation. carries weight up to 2 Bulky items. HP (1 action) or a weakness (10 minutes).
1 2 1 0 To cast a spell, you must have one free 3. Slime S. Target no larger than a horse is 3. Rig TrapM. Takes 10 minutes. Choose a
2 2 0 1 hand and be able to speak aloud. Unless coated in your choice of very sticky or reasonable effect (deals 1d damage,
3 1 2 0 restrains target, trips alarm, etc.).
otherwise noted, spells have a range of very slippery slime.
4 0 2 1
60’ and extended effects last up to 1 hour. 6. Bard (poet or performer)
5 1 0 2 3. White Mage (Church-trained)
6 0 1 2 VIRTUE: You automatically succeed on IQ VIRTUE: With 1 action, you can mock or cheer
Example Class: Paladin (proper knight)
Saves to tend to creatures below 0 HP. a target to give -1 or +1 to its next attack.
2. Record your current and maximum VIRTUE: Once per round, you can melee attack
OATH: No heavy or unfashionable armor.
OATH: No heavy armor or sharp weapons.
HIT PROTECTION (HP), equal to 4 + a creature that leaves your 5’ reach on its turn.
1. Minor MiracleS. Turn a stick into a cobra, 1. CharmS. Target must make IQ Save or
your Strength score OATH: No dishonorable or deceitful magic.
cause water to spring from stone, or turn regard you as a friend for 1 hour. Target
1. Goading AttackM. Attack with +1. Target
3. Record your possessions: one beverage into a different beverage. will then know you used this spell.
must make IQ Save or have -1 on attacks
a. Lantern with 6 hours of oil 2. RestoreS. Touch a creature with ≥0 HP to 2. Enchanted SongS. Your voice sounds
not against you for 1 round.
b. Climbing & camping gear restore up to 12 HP or an object to repair beautiful to one target for up to 1 minute.
2. ShieldI. When targeted by a standard
(rope, bedroll, rations, etc.) a break or tear smaller than 1 cubic foot. Must make IQ Save or weep profusely.
attack, any character can sunder a shield
3. Turn UndeadS. Undead minions who hear 3. InspireS. Grant target the ability to either
c. Choose (1) a melee weapon or a in-hand to negate the attack’s damage.
you must make IQ Save or flee on next reroll one attack or save in the next 10
ranged weapon with a quiver 3. Summon SteedS. Best available mount in a
turn. Those with ≤2 HP disintegrate. minutes or use an additional Boon.
and (2) light armor, heavy half-mile radius arrives outside in ≤10
armor, or a shield minutes. (A horse carries 4 Bulky items.)

2 3
Exploration Combat
Exploration is resolved via conversation Time-Tracking Whenever PCs and NPCs are fighting Defending
between the GM and the players. each other, a COMBAT ROUND ensues. In
Whenever the PCs explore a dangerous A target’s defense against standard
1. The GM informs the players of their one round (~6-10 seconds), each charac-
location, the GM tracks the passage of attacks is determined by its ARMOR CLASS
immediate situation, including any ter gets to move a reasonable distance
time in multiples of 10 minutes. (AC). Light armor grants 1 AC, while
surroundings they can interact with (~30’ for PCs) and perform 1 action.
1. 10 minutes: CAUTIOUSLY MOVE up to Heavy Armor grants 2 AC.
2. A player responds by describing an
action their PC takes
200’, spotting all signs of traps, or Initiative & Surprise A target’s defense against SPECIAL
QUICKLY MOVE up to 600’ ATTACKS is determined by its ability
3. The GM judges the action according At the beginning of each round, each PC
2. 10 minutes: Engage in combat and scores.
to the rules and common sense and must make a DX Save. On a success, the
pillage fallen foes 1. STRENGTH resists BODY ATTACKS
describes how it affects the situation PC acts before the NPCs; on a failure,
3. 30 minutes: Decipher an inscription, (poison, extreme cold, exhaustion)
The GM also creates and portrays the they act after the NPCs.
read a book, or sort through a pile 2. DEXTERITY resists AREA ATTACKS
broader setting the PCs inhabit, includ- Some PCs may wish to scout ahead and
Every 30 minutes and whenever the (fireball, volley, whirling blades)
ing any NON-PLAYER CHARACTERS (NPCs). surprise unsuspecting NPCs. If the scout
PCs make a loud noise, the GM makes an 3. INTELLIGENCE resists MIND ATTACKS
with the lowest Dexterity score succeeds
ENCOUNTER ROLL. (insanity, psionics, stress)
Saving Throws on a DX Save, NPCs cannot move or act
ENCOUNTER ROLL (1d) in the first round. Stragglers cannot join
If an action or situation is risky or
1 Encounter. A random encounter the fight until the second round.
Rest & Recovery
uncertain, the GM may call for you to
is there right away. Unless you have been seriously deprived
make a ST SAVE, DX SAVE, or IQ SAVE to
avoid danger.
2-3 Clue. There are signs a random Attacking of an essential need such as food, water,
encounter is nearby or has or warmth, 30 minutes of uninterrupted
1. STRENGTH (ST) represents your Attacks reduce a target’s HP by y, where y
passed through. rest or one dose of medicine restores you
power and toughness equals the attack’s DAMAGE minus the
4+ Clear. No sign of anybody to your maximum HP.
2. DEXTERITY (DX) represents your nearby. target’s DEFENSE. A target attacked mul-
tiple times in 1 round only takes damage
quickness and precision
Over longer periods of exploration, from the attack with the greatest y.
Injury & Death
3. INTELLIGENCE (IQ) represents your
such as when the PCs are traveling While your HP is less than 0:
wits and discipline The following are STANDARD ATTACKS:
through the wilderness, the GM might 1. You lose 1 HP each turn
Roll 1d and add your corresponding 1. Attacks with your BARE HANDS deal
make an encounter roll every 6 hours. 2. You cannot do anything but crawl 15’
ability score. If the total is 5 OR HIGHER, damage equal to your Strength score
3. An ally can restore you to 0 HP by
you avoid the danger. If not, the GM to a target within 5’
Encumbrance 2. Attacks with MELEE WEAPONS deal
tending to you with 1 action and
describes how things go wrong.
Items that require two hands to hold or succeeding on an IQ Save
If a character takes an action against damage equal to 1d + your Strength
are otherwise awkward to carry are If you reach z HP, where z = your
another character, the GM may call for an score to a target within 5’
considered BULKY. maximum HP multiplied by -1, you die.
OPPOSED SAVE. In this case, both 3. Attacks with RANGED WEAPONS deal
You can carry one bulky item in your Create a new squire to inherit your items,
characters roll 1d + a relevant Ability 1d damage from 5-30’ away and 1d-1
hands and one in your pack. If you try to property, and unfinished quests. Until
Score, but aim to beat the other’s total from 30-60’ away
carry a third, you are unable to defend the kingdom is paid a heriot of 1,000gp
instead of 5. Reroll ties. Items, manuevers, and spells can also
yourself: attacks against you reduce you for your death, your new squire cannot
grant a +1 bonus or -1 penalty to the
to 0 HP, then deal their damage. be knighted.
damage of standard attacks.

4 5

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