The Littlest Brown Book as the base. Prime requisites are not used. Instead, each ability modifies the following.
| 3d6 | STR | INT | WIS | CON | DEX | CHA |
|---|---|---|---|---|---|---|
| 3 | - | 1 Half-Language | 10% Resurrection | -1 HP | -1 Missile Attacks | -2 Reaction/Loyalty |
| 4 | - | 1 Half-Language | 20% Resurrection | -1 HP | -1 Missile Attacks | -1 Reaction/Loyalty |
| 5 | - | 1 Half-Language | 20% Resurrection | -1 HP | -1 Missile Attacks | -1 Reaction/Loyalty |
| 6 | - | 1 Half-Language | 40% Resurrection | - | -1 Missile Attacks | - |
| 7 | - | 1 Half-Language | 40% Resurrection | - | -1 Missile Attacks | - |
| 8 | - | 1 Half-Language | 40% Resurrection | - | -1 Missile Attacks | - |
| 9 | 1-in-6 Feats | 2 Half-Languages | 60% Resurrection | - | - | - |
| 10 | 1-in-6 Feats | 2 Half-Languages | 60% Resurrection | - | - | - |
| 11 | 1-in-6 Feats | 3 Half-Languages | 60% Resurrection | - | - | - |
| 12 | 1-in-6 Feats | 4 Half-Languages | 60% Resurrection | - | - | - |
| 13 | 2-in-6 Feats | 5 Half-Languages | 80% Resurrection | - | +1 Missile Attacks | - |
| 14 | 2-in-6 Feats | 6 Half-Languages | 80% Resurrection | - | +1 Missile Attacks | - |
| 15 | 2-in-6 Feats | 7 Half-Languages | 80% Resurrection | - | +1 Missile Attacks | - |
| 16 | 3-in-6 Feats | 8 Half-Languages | Always Resurrects | +1 HP | +1 Missile Attacks | +1 Reaction/Loyalty |
| 17 | 3-in-6 Feats | 9 Half-Languages | Always Resurrects | +1 HP | +1 Missile Attacks | +1 Reaction/Loyalty |
| 18 | 4-in-6 Feats | 10 Half-Languages | Always Resurrects | +1 HP | +1 Missile Attacks | +2 Reaction/Loyalty |
Feats are used to open doors or other showings of force. Half-languages can only be used verbally, but two half-languages can be used to be literate in one language. Characters can have as many hirelings as they can afford.
There are only two classes starting out: Fighters and Mages, along with four races: Elves, Dwarves, Hobbs, and Humans. Other races and classes may be found during play. Mages use the rules in Supplement Aleph and can use any weapon, but they do not benefit from Techniques like Fighters do. Humans can only be Fighters up to 8th level (Superhero) or Mages up to 4th level (Theurgist). Elf Mages must use Green Magic. Dwarves are as is, Hobbs are the same as Halflings, gaining a bonus to their missile attacks equal to their level.
There is no Neutral alignment, all characters must choose to be either Empyrean (Lawful) or Fell (Chaotic). However, characters may learn their opposing alignment language. Some races are strongly aligned with one and cannot choose the other: out of the starting races, Dwarves and Hobbs are always Empyrean. Reaction rolls made by creatures of the opposing alignment are made at a -2, or -1 if the party is a mixed group.
Target 20 for combat. Weapons do 1d6 damage. Light weapons roll damage twice and keep the lower result. Heavy weapons roll damage twice and keep the higher result. Fighters can destroy their shields to absorb all damage from an attack. Critical hits happen on a natural roll of 20 and they double damage. Reroll hit points after every rest instead of using the normal healing rules. Magical healing only works up to the maximum possible hit points.
Experience uses a silver standard instead of gold. Experience from monsters remains the same. Characters are not penalized for delving into lower-level dungeons. Characters that inherit the possessions of a previous character also begin with 10% of the previous character's experience. Experience points are also given for certain achievements accomplished during the game. Each achievement counts only once per expedition, and only the highest value of a single achievement counts, for those that are modular.
| Experience | Achievement |
|---|---|
| 1000 | Die and be resurrected. |
| 750 | Be the sole survivor of an expedition. |
| 500 | Acquire a major artifact. |
| 250 | Be cursed or acquire a cursed item. |
| Hexes×100 | Explore a new location. |
| Ego×100 | Acquire a magic sword or other intelligent weapon. |
| Bonus×100 | Acquire a magic item. |
| Level×50 | Cast a spell. |
Characters can carry items equal to their AC plus 5. 250 sp counts as an item. Worn or wielded equipment does not count towards this limit. Beasts of burden may carry 24 items. Characters begin with 100 sp. Replace the usual equipment list with the following.
| Weapons | Cost | Size | Fighter Techniques |
|---|---|---|---|
| Battle-Axe | 10 sp | Medium | May sacrifice 3 damage from an attack to attempt a weapon or shield strip. Roll a second attack—if successful, a weapon or shield can be ripped from the grip of the opponent. |
| Cudgel | 5 sp | Light | Forgo damage to attempt to stun—after a successful attack, target attempts to save vs paralysis—failure results in them losing their combat round. Further strikes against them are at +2. |
| Crossbow* | 30 sp | Heavy | Reload. |
| Dagger | 5 sp | Light | Throwable, usable in grapple situations. |
| Morningstar | 8 sp | Medium | Ignores shields. |
| Greatsword* | 20 sp | Heavy | Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times. |
| Hand-Axe | 6 sp | Light | Throwable. If 4+ damage is dealt, the hand-axe bounces, ‘attacking’ again. |
| Pistol | 30 sp | Medium | Reload. Loud. Ignores armor. AC from sources other than armor are treated normally (e.g. supernatural speed) |
| Polearm*† | 20 sp | Heavy | Strikes against adjacent allies are at -2. |
| Halberd* | 20 sp | Heavy | AC of target is treated as 7 when attacking, if lower. |
| Javelin | 5 sp | Medium | Throwable. |
| Longbow* | 30 sp | Medium | +1 to hit per round spent aiming. |
| Mace | 8 sp | Medium | Increases AC of those struck by 1 to a maximum of 7. This effect is permanent. |
| Musket* | 80 sp | Heavy | Reload. Loud. Ignores armor. AC from sources other than armor are treated normally (e.g. supernatural speed) |
| Quarterstaff* | 5 sp | Light | Retreating opponents must make a save vs breath weapon, failure resulting in an automatic hit with this weapon. |
| Shortbow* | 15 sp | Medium | Can split move and fire (i.e. move fire move). |
| Shortsword | 5 sp | Light | Riposte twice. |
| Sling | 1 sp | Light | Can be used to launch grenades. |
| Spear† | 4 sp | Medium | Wielder may choose to hold their attack until someone tries to approach them—they then roll an attack first. |
| Sword | 8 sp | Medium | Riposte once. |
| Two-Handed Axe* | 15 sp | Heavy | If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Attacks against the wielder are at +1. |
| Warhammer* | 25 sp | Heavy | Those struck are thrown backwards if unable to make a save vs paralysis. Use the damage rolled to determine distance, minus the HD of the creature struck. |
† denotes a weapon with reach, being able to strike from behind another.
* denotes weapons requiring two hands.
Reload: The wielder must spend a round reloading after use.
Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.
| Armor | Cost | AC |
|---|---|---|
| Padded/Gambeson/Chitin | 15 sp | 7 |
| Chain/Splint/Bone | 75 sp | 5 |
| Lamellar/Plate | 150 sp | 3 |
| Shield | 15 sp | -1 |
| Helmet | 10 sp | Negates critical hits. |
| Livestock | Cost |
|---|---|
| Mantis | 1 sp |
| Cow | 10 sp |
| Dog | 15 sp |
| Mule | 20 sp |
| Yak | 3 sp |
| Hawk | 20 sp |
| Destrier | 100 sp |
| Blackshell | 50 sp |
| Pig | 3 sp |
| Pigeon | 25 sp |
| Supplies | Cost |
|---|---|
| 20 Arrows | 1 |
| Backpack | 5 |
| 5 Bandages | 10 |
| 20 Bolts | 1 |
| Bottle | 5 |
| Large Iron Box | 30 |
| Small Iron Box | 15 |
| Bullet | 5 |
| Candle | 2 |
| Cart | 50 |
| Checkers | 5 |
| Crowbar | 5 |
| 2 Dice | 2 |
| Flint and Steel | 5 |
| Grappling Hook | 10 |
| Hammer and Wooden Stakes | 5 |
| Portable Laboratory | 150 |
| Bullseye Lantern | 12 |
| Hooded Lantern | 7 |
| Lockpicks | 25 |
| Hand Mirror | 15 |
| Net | 10 |
| Pint Flask of Oil | 5 |
| 10’ Pole | 5 |
| 7 Days of Rations | 5 |
| 50’ Rope | 5 |
| Sack | 1 |
| Shovel | 5 |
| Sled | 20 |
| Snare | 1 |
| Iron Spike | 3 |
| Tent | 15 |
| 6 Torches | 1 |
| Wagon | 150 |
| Waterskin | 15 |