Openadventure Beta v2
Openadventure Beta v2
COMPLETE RULEBOOK
MECKLEM
The OSR logo and OPEN ADVENTURE are released under a Creative Commons Attribution 3.0 Unported License.
Open Adventure
FANTASY & SCI-FI ADVENTURE GAME
Contributing Authors and Editors: Christopher Cortright, Brian Isikoff, Andy Isbell and Matthew Skail
Special Thanks: Gary Gygax, Dave Arneson, Aaron
Allston, Dave Cook, Tom Moldvay, Frank Mentzer,
Inside Cover Illustration: Christopher Cortright (reRob Kuntz and the RPG community
leased under Creative Commons BY-SA)
Copyright 2013-2015 Open Adventure and O.A. are trademarks of Kyle Mecklem. Illustrations and icons their respective artists,
used with permission. OPEN ADVENTURE is released under a Creative Commons Attribution-ShareAlike CC BY-SA license.
OSR logo is copyright 2011 Stuart Robertson and does not endorse OPEN ADVENTURE.
DOWNLOAD, DISCUSS AND DEVELOP THE OPEN ADVENTURE GAME RULES AT: www.geekguild.com/openadventure
First Printing January 2015
Table of Contents
Part I: Introduction................................................1
How to Use This Book......................................1
Golden Rules....................................................1
Basic Setup & Game Play..................................2
How To Use The Dice.......................................3
Object Of The Game........................................3
Part II: Player Character Creation...........................4
How To Create a Player Character.....................4
Primary Traits...................................................5
Secondary Traits...............................................6
Abilities List (Alphabetical).................................8
Archetypes & Talents......................................17
Attack & Defense...........................................20
Additional Character Information.....................21
Choose a Race..........................................21
Name Your Character.................................23
Personality................................................23
Background...............................................23
Optional Character Information.......................24
Height & Weight........................................24
Known Languages.....................................24
Age..........................................................25
Alignment.................................................25
Tech Levels...............................................26
Gaining a New Level.......................................27
Part III: Equipment & Services..............................30
Money...........................................................30
Fantasy Weaponry..........................................31
Science-Fiction Weaponry...............................33
Armor...........................................................35
Services.........................................................36
Retainers...................................................36
Specialists.................................................37
Transports.....................................................37
Spacecraft......................................................42
Starbases..................................................43
Starships...................................................43
Starcraft....................................................44
Part IV: The Adventure........................................46
General Game Rules.......................................46
Maps, Spaces & Scale................................47
Time Measurement....................................48
Temperatures............................................49
Expedition Game Rules...................................50
Party Navigation........................................50
Movement & Travel...................................51
Finding Wild Game & Edibles......................53
Outdoor Weather.......................................54
Weights & Encumbrance............................54
Resting & Recuperation..............................55
Breaks from Travel................................55
Sleep...................................................55
Short Rests...........................................55
Natural Healing.....................................55
Planetary Gravity.......................................55
Falling Great Distances...............................56
Crushing Objects...................................56
Fire & Flame.............................................56
Outer-Space Vacuum..................................57
Light & Vision...........................................57
Line of Sight.........................................57
Death.......................................................58
Common Character Actions............................58
Swimming.................................................58
Jumping....................................................58
Listening For Noise....................................58
Searching an Area.....................................58
Throwing Objects.......................................59
Digging.....................................................59
Holding Breath..........................................59
Hanging Freely..........................................59
Conditions, Effects & Abilities..........................59
Special Symbols.........................................59
Conditions List (Alphabetical)......................60
Attack Abilities List (Alphabetical)................60
Part VI: Combat & Encounters.............................62
Creating an Encounter....................................62
Initiative & Surprise........................................63
Morale...........................................................64
Loyalty Points............................................65
Morale Points............................................65
Reactions.......................................................65
Combat.........................................................65
Declare Actions.........................................66
Resolve Actions.........................................66
Combat Actions.........................................66
Melee Attacks.......................................67
Ranged Attacks.....................................67
Unarmed Attacks..................................67
Wrestling..............................................68
Movement............................................68
Delayed Actions....................................68
Aimed Attacks......................................69
Dodge..................................................69
Prone Position......................................69
Sneak Attacks.......................................69
Dual-wielding Two Weapons.......................69
Targeting Specific Body Regions.................70
Temporary Damage...................................70
Power Points..........................................70
Defenseless Characters...............................70
Cover from Attacks....................................70
Attacking from High Ground.......................70
Retreat & Evasion......................................71
Starship Combat........................................72
Part IX: Game Master Information........................77
Playing Your First Adventure............................74
Creating an Adventure Campaign....................76
A. Choose a Plot.......................................76
B. Decide on a Setting................................78
Game Materials..............................................78
Levels & Experience Points.............................79
Earning XP...............................................79
Rate of XP Gain........................................79
Tips & Advice on Game Mastering...................81
Advanced Game Mastering..............................83
Character Record Sheet.......................................87
Forward
The rules in this book are as complete as possible within the limits of one book
and maintaining the practicality of being able to memorize the rules. That is to
say, this book covers the major aspects of medieval fantasy and science-fiction
campaigns but still remains flexible and easy to read.
As with any other set of role playing rules they are to be considered guidelines
to follow in designing your own fantastic medieval or science-fiction campaign.
The rules provided to you are a framework in which you can build a game of
simplicity or extraordinary complexityyour own imagination and free time are
your only real limiting factors, and the fact that you are reading these rules suggests you are not lacking in imagination. The magic of the game is in that those
who play will want to find more and more time for it.
It is advised, however, that a campaign begin slowly, following the steps outlined
within this book, so as to avoid becoming too bogged down with unfamiliar
rules and details. Your campaign should build naturally, at the pace best suited
to the referee and players, smoothing the learning curve for all involved.
Old rules can be thrown out, and new ones substitute their place as to keep the
game fresh with different situations, ideas and options. In addition, the players
themselves should contribute to the game experience as well. Players are encouraged to interact with the mechanics and story as to make the campaign
unique and ever-changing. Follow this advice, and you will have a living game.
If you are a player reading the OA rules in order to learn how to play or improve your play style, you will find there is much to read and glean from within
this book. If your referee has made changes in the rules and/or tables, simply
make a note of the changes in pencil (you never know when the rules will
change again and you may need to erase something previously written). Keep
this rulebook nearby when you play for helpful reference. A quick glance at the
rules may reveal an overlooked treasure or tactic that could save your game
life!
Read through the entire work contain within, in the order presented, before you
attempt to play.
Kyle Mecklem
29 October 2014
Part I: Introduction
OPEN ADVENTURE is a role playing game for persons 10 years of age or older. In the game rules, individuals play fantasy or science-fiction characters in a
medieval fantasy or science-fiction world where super
powers and magic are real, and heroes and heroines
venture to unexplored frontiers in search of fame, fortune and conquest. Characters gain experience by
overcoming perils, defeating enemies and acquiring
lost treasures. As characters gain experience they
grow in both power and talent.
At least two people are needed to play OPEN ADVENTURE (OA), though the game can be played solo
with a few modifications to the base rules. This game
is most enjoyable when played by a group of four to
eight people. Unlike other games, this game does not
use a board or actual playing pieces. All that's needed
to play are these rules, a couple of six-sided dice, pencil and paper, graph paper and a creative imagination.
The game is more exciting if figurines, a game mat,
and/or dioramas are used, but the game can be
played without such visual aids.
Golden Rules
While the material in this book is referred to as rules,
in reality they are more guidelines than rules. If, after
playing the game for a while, you and the game's referee (refereed to as a Game Master), decide to alter
or add to the existing rule sets, feel free to do so. The
rules listed here are to serve as a framework onto
which you can build and craft your own imaginary
worlds and adventures.
There are a few Golden Rules that should be understood and followed above all other rules detailed in
this book:
1. If two rules directly or indirectly conflict, the more
specific rule shall take precedence over the
broader or more general rule.
2. If ever in the game an argument arises in which
one party or player wishes to complete an action
but another party or player does not believe the
action is possible or in the spirit of the rules, and
after much thoughtful debate, the default conclusion should be that the action not to be completed.
3. When dealing with numeral fractions, always
round down to the nearest whole number.
4. The Game Master has final say in all rules deliberations.
5. The rules in this book are simply a framework,
not scripture. Any part of the rules can be
changed or neglected by the Game Master.
Part I: Introduction
Game Setup
When a group of persons gather together to play a
game of OA, one person acts as a referee and storyteller known as a Game Master (GM). The others
play the roles of medieval fantasy or science-fiction
characters and are called Players. Each player is in
control of an imaginary character known as a Player
Character (PC). Other imaginary characters are
played by the GM and known as Non-player Characters (NPCs). A group of characters (PCs and/or
NPCs) are known as a Party.
Each game session is called an Adventure. An adventure can last as long as players and the GM decide to
play. An adventure may run for hours, or last an entire weekend! The length of playing time depends on
the wishes and schedules of the players and GM. Several related adventures played over a series of game
sessions are known as a Campaign.
It's the GM's responsibility to setup and prepare the
setting and scenario for each adventure before actual
game play begins. Whether the setting is one of an
underground dungeon, space ship, mountain wilderness or alien planet, the area is carefully mapped on
paper (typically graph paper), a game mat, or represented by props acting as a diorama of sorts. An adventure, including the surrounding area in which the
action and fun take place, may be designed by the
game master or pre-created by someone else such as
a friend or professional game designer.
The GM must spend more time creating and preparing the adventure before play than the other players.
The game master must also have an intimate understanding of the rules of OA. Because of this, it is recommended the most experienced player take up the
GM role which requires more forethought and work,
but is an extremely rewarding experience.
Players will create player characters before actual
game play begins. Following the instructions on
PART 2: PLAYER CHARACTER CREATION,
players will choose the strengths, weaknesses and talents of their imaginary character.
When the GM has created and setup the adventure
and the players have created their characters, the
game is ready to begin.
Open Adventure
Game Play
At the beginning of the game players enter into the
scene. FOR EXAMPLE, a scene could begin in a dungeon, on a far away moon or near a small hamlet.
The GM describes what the characters can see, smell
and hear around them. One player should draw a
map according to the game master's descriptions; that
player is called the Mapper. As the party moves forward on their adventure more and more of the surrounding area is revealed. Eventually, the GM's and
players' map will look more or less alike.
To avoid confusion and keep the party advancing in
their adventure, one player should be elected to speak
for the entire party. This player is referred to as the
Caller. When unusual or certain situations occur each
player may want to describe what his or her character
is doing. It is the caller's responsibility to insure each
player's wishes are being accurately represented and
relayed to the GM. The caller is a mediator between
the players and the game master, and should not
judge what the players wish to do.
As details are revealed about the adventure players
will eventually meet non-player characters (NPCs)
which they may talk to, avoid or fight. Enemies are
any animal, person or supernatural creature that is unfriendly towards the party and often wanting to fight
the characters. An enemy may be anything from a ferocious dragon or alien mutant to an angry merchant.
For game purposes any character that's not a player
character (PC) is an NPC. Any NPC that is unfriendly
or hostile towards a player character is an enemy.
When PCs meet up with or run into NPCs it is refereed to as an Encounter. During a typical adventure
player characters will also discover treasure, avoid
dangers such as traps, as well as encounter enemies.
Often times the player characters will resort to fighting
enemies. Such a fight is called Combat.
Throughout an adventure PCs try to gain experience
to further advance their talents. Player characters gain
experience by earning Experience Points (XP) given
to them by the GM based off how much treasure they
find and the number of enemies they defeat in combat. The experience points gained from one adventure will be retained throughout future adventures.
Eventually when a PC has earned enough XP they will
advance in Level. There are a total of five levels a PC
can attain in OPEN ADVENTURE.
A level is a general term meaning an amount of experience points attained by a PC through various adventures. All player characters begin their first adventure at Level 0.
Enemies have various levels as well. An enemy's level
indicates how ferocious and difficult he or she is to
battle in combat.
Open Adventure
Part I: Introduction
rolls are used during game combat, see page XYZ.
Probability
5
0
-5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5
Possible outcomes range from -5 to +5, with a statistical bias towards a roll of +/-0. This form of dice
rolling is known as a Standard Roll throughout
OPEN ADVENTURE. For an example of how dice
Dice Alternatives
If only one six-sided die is available, roll the die twice
and consider the first roll as the white die and the second roll as the black die.
If only a standard deck of playing cards are available,
separate six suited cards ranging from ace through six.
Separate another six suited cards (preferably of a different color) also ace through six. Shuffle the two sets
of suits separately then draw the top card from each
pile. Treat the number on the cards from the first suit
as the white die roll. Treat number on the card of the
second suit as the black die roll. Shuffle the cards into
their original piles before reusing them in this manner.
If no materials are available, when a die roll is needed
two players will count to three and, in rock-paper-scissors fashion simultaneously reveal zero, one, two,
three, four or five fingers each. Subtract the highest
number of fingers revealed from the lowest number of
fingers revealed. This is the rolled number.
If the rolled number is not zero, the players repeat the
above game except this time notice if both players reveal an even or odd numbered amount of fingers. If
both players revealed odd or even numbers, the rolled
number is a positive number. If the players revealed an
even and odd set of numbers, the rolled number is a
negative number.
Primary Traits
The first step in creating a player character is assigning points to the six Primary Traits.
There are 30 character points to assign amongst the
six primary traits.
A player may place as many of the points into any
one or more of the traits as they see fit with two exceptions:
1. Traits cannot have more than 10 points
2. Traits cannot have less than 1 point
A seventh (optional) trait is available to any players
who wish to assign 1 or more points to it. This seventh trait, called Magic (MAG), opens up the world of
paranormal powers and magical abilities to a character. Like the other six traits, magic cannot have more
than 10 points assigned to it. However, this trait can
have 0 points placed into it. For more information
and a list of magic spells and psionics to choose from
see page XYZ.
Open Adventure
Intelligence directly influences the number of +1 modifiers applied to a character's Abilities, (including the
number of Languages a character knows) and a character's Will Save (see page XYZ).
Dexterity (DEX)
Dexterity refers to agility, flexibility and quickness. A
character with a high dexterity is good at dodging incoming attacks. A player who wants their character to
be good at Defense should choose a high dexterity.
Dexterity directly influences a character's Defense
(see page XYZ), Reflex Save (see page XYZ) and
dexterity Abilities (see page XYZ).
Charisma (CHA)
Charisma is a combination of personal appearance,
charm and leadership ability. A high charisma means
many good Reactions from NPCs, which can help a
player throughout the game. A player who wants a
character who can succeed at social events should
choose a high charisma.
Strength (STR)
Health (HEA)
Strength directly influences a character's Melee Attack trait, Encumbrance (see page XYZ) and
strength Abilities (see page XYZ).
Perception (PER)
Perception refers to eye-hand coordination, attention to detail and natural intuition. Perception aids in
a player's ability to wield a Ranged weapon (including
thrown weapons) such as a bow or laser pistol. A
player who wants their character to be proficient with
ranged or thrown weapons should give their character
a high perception.
Perception directly influences a character's Initiative
(see page XYZ), Ranged Attack trait and perception
Abilities (see page XYZ).
Intelligence (INT)
Intelligence is the ability to learn and remember
knowledge. It is also a measure of a character's overall
IQ and ability to solve mental problems. Player's who
wish for their characters to be good at many abilities
should have a high intelligence.
Magic (MAG)
Magic is the innate ability for a character to harness
unseen but potent supernatural powers. In a medieval
fantasy campaign magic wielders tap into an arcane
realm of occult possibility. For a science-fiction campaign, characters with psionic powers can draw from
a mysterious paraforce.
Magic directly influences how many Spells or Psionics per game-day a character can cast. The higher leveled a character is, the more powerful spells he or she
can cast. Magic is explained in detail in PART 5:
MAGIC on page XYZ.
Open Adventure
Secondary Traits
Each of the five secondary traits are based off of one
of the primary traits. The maximum value of the secondary traits are the same as the primary trait that
they are based off.
The second step to creating a player character is to
find the values for the five secondary traits: Health
Points, Stamina Points and the three Save Tests:
Fortitude, Reflex and Will.
Save Tests
A Save Test represents a chance that a special attack, trap or effect may be avoided or have less than
the normal effect. There are three types of saves every character possesses:
Fortitude Save
Reflex Save
Will Save
Fortitude Saves reduce effects concerning the constitution and well-being of the character's body. Reflex
Saves help avoid fast-moving effects such as traps.
Will Saves deal with a character's mental toughness
and ability to resist coercion or charm. Fortitude, reflex and will saves have the same number as a character's health, dexterity and intelligence, respectively.
Write the save numbers for your player character on
his or her character record sheet.
A save is tested by making a standard roll and applying the result to the character's save number. If the result of a save is equal to or greater-than 5 the save test
is successful. A successful save means the effect or
amount of damage suffered is reduced by half. An unsuccessful save means the character takes the full
damage or effect.
On occasion certain attacks or effects will have a
higher or lower target number than the default of 5
(see page XYZ for target numbers).
Secondary Traits
SAVE TESTS
Secondary Trait
Health Points
= Health
Stamina Points
= Health
Fortitude Save
= Health
Reflex Save
= Dexterity
Will Save
= Intelligence
Abilities
Open Adventure
Abilities
Strength Abilities Perception Abilities
Intelligence Abilities
Dexterity Abilities
Charisma Abilities
Climb
Forgery*
Appraise [Item]*
Balance
Animal Handle*
Escape
Gamble*
Barter*
Force Open
Investigate*
Craft [Item]*
Escape
Deception*
Intimidate*
Listen*
Engineer*
Hide*
Etiquette [Culture]*
Jump
Lock Pick*
Knowledge [Topic]*
Jump
Intimidate*
Melee [Weapon]
Navigate [Area]*
Language [Culture]*
Range [Weapon]
Leadership*
Steadfast
Ranged [Weapon]
Lore [Category]*
Sneak*
Perform [Art]*
Swim
Search*
Medicine
Pilot [Transport]
Persuade*
Taunt*
Sense Danger
Repair [Device]*
Sleight of Hand*
Sex Appeal*
Unarmed Combat
Sense Deception*
Survival [Area]
Throwing [Item]
Teach
Open Adventure
Multi-Trait Abilities
Animal Handle
TIME:
3 Hours
If Failed:
Bureaucracy [Subject]
Appraise [Item]
TIME:
TIME:
1 Minute
If Failed:
Balance
TIME:
5 Days
If Failed:
Climb
1 Standard Action
If Failed:
Barter
TIME:
Open Adventure
TIME:
If Failed:
Craft [Item]
5 Minutes
TIME:
See Below
If Successful:
If Failed:
Set Trap
Construct Item
Open Adventure
If Failed:
tion on stations).
The time required to use this ability depends on the
individual items.
If Successful:
If Failed:
Escape
TIME:
Dodge
REPEATABLE: Yes
Escape represents a character's ability to free themselves from restraints such as cuffs or shackles. It also
entails breaking free of prison or jail cells.
Deception
If Successful:
If Failed:
REPEATABLE: Yes
Deception is the dark art of misleading or lying to
people. Deception can only be performed on a target
NPC (but not player characters). The TN for deception is equal to the NPC's Sense Deception ability.
Etiquette [Culture]
If Successful:
If Failed:
TIME:
TIME:
1 Full-Turn Action
Engineer
TIME:
1 Standard Action
See Below
Enable/Disable Device
Operate Machine
ENABLE/DISABLE DEVICE: A character may attempt to arm or disarm a trap or enable or disable a
mechanical device.
If Successful:
If Failed:
Force Open
TIME:
1 Minute
If Failed:
If Failed:
Hide
TIME:
See Below
If Failed:
REPEATABLE: No
Hide is the ability to blend into a background or
hide in a dark corner. A character must not be adjacent to an enemy when making a hide test. If an enemy moves adjacent to a hiding character, the character must succeed at a new hide ability test vs the enemy's perception, or immediately become noticed.
If a hiding character attacks or moves to another
space, they immediately become noticed by anyone
within line of sight (see page XYZ).
If Successful:
If Failed:
Intimidate
TIME:
Gamble
TIME:
1 Full-Turn Action
1 Standard Action
Forgery
TIME:
Open Adventure
REPEATABLE: Yes
Intimidate is the ability to scare off or intimidate an
enemy. When performing an intimidate ability test, a
character is using their physical looks, posture, war
cry or other faculties to persuade one or more NPCs
to flee in fear.
Open Adventure
Knowledge [Topic]
If Successful:
If Failed:
REPEATABLE: No
Knowledge is the ability to recall from memory details about a particular [Topic] or subject. Common
knowledge topics are related to a:
Investigate
TIME:
10 Days
If Failed:
The game
veals to the
helpful hint
garding the
topic.
master recharacter a
or clue reinvestigated
TIME:
1 Minute
Character
Area
Object
If Failed:
Language [Culture]
TIME:
REPEATABLE: No
There are many languages spoken by characters, depending on their race or species and [Culture]. There
is also a common language shared by most characters throughout the world and galaxy.
REPEATABLE: Yes
Jump is the ability to leap great distances such as
across pits or over obstacles.
Jump
TIME:
1 Standard Action
If Successful:
If Failed:
The
character
falls
prone onto a space they
were attempting to jump
over or above.
If Successful:
If Failed:
12
Leadership
TIME:
If Failed:
If Successful:
If Failed:
Listen
TIME:
1 Full-Turn Action
Lock Pick
TIME:
Open Adventure
If Successful:
If Failed:
REPEATABLE: Yes
Lock pick represents the proficiency in manipulating pins and tumblers to open a lock without a key.
If Successful:
If Failed:
Lore [Category]
TIME:
1 Minute
TIME:
If Failed:
The character
to help a PC
WILL SAVE:
the targeted
suffers -1.
is unable
or NPC.
If failed,
character
Melee [Weapon]
Medicine
Nature / Science
Animals / Aliens
Culture
Religion
13
Open Adventure
Navigate [Area]
enticing an NPC to carry out your bidding. No character will engage in an activity that puts themselves or
their allies in direct danger.
TIME:
5 Minutes
Underground / Building
City / Urban
Sea / Underwater
Overland (see page XYZ)
Outer-Space (see page XYZ)
If Failed:
Pilot [Transport]
If Successful:
If Failed:
REPEATABLE:
Yes
1 Full-Turn Action
Perform [Art]
TIME:
TIME:
Singing
Instrument Playing
Jester / Comedy
Natural Talent
Acting
Dancing
Magic Trick
Prostitution
Other art-related activities such as painting or sculpting should be attempted with a craft ability test. The
time required to use this ability depends on which art
is being performed.
If Successful:
If Failed:
If Successful:
If Failed:
Ranged [Weapon]
Range is a character's proficiency with ranged
weapons fighting. A specific [Weapon] type must be
chosen for each +/-1 modifier. Once chosen, the
modifiers cannot be changed and only apply when
that weapon type is being used.
For each point placed in Range, a character receives a +1 Attack when using the weapon-type chosen.
Repair [Device]
TIME:
See Below
Persuade
TIME:
5 Minutes
REPEATABLE: No
Repair is the mechanical prowess to repair or improve upon a broken or worn-out [Device] or machine
such as a laser pistol, plate armor or spaceship.
See page XYZ for details concerning the optional
rules about equipment damage and damage counters.
14
Open Adventure
If Successful:
If Failed:
Sex Appeal
TIME:
Search
TIME:
If Failed:
If Failed:
The PC gains a +3
charisma towards any attracted NPC within line
of sight for 1 hour.
The PC suffers -3
charisma towards any
attracted NPC within
line of sight for 1 hour.
Sleight of Hand
TIME:
1 Full-Turn Action
Sense Danger is a character's sub-conscious knowing when something bad is about to or could happen.
Sense Danger
Sense Deception
TIME:
1 Minute
If Successful:
If Failed:
If Failed:
Sneak
TIME:
15
Open Adventure
If Successful:
If Failed:
If a character attacks while sneaking, they will immediately stop sneaking and becomes noticed by any characters within line of sight. See page XYZ for details
on sneak attacks.
Swim
If Successful:
If Failed:
REPEATABLE: No
Swim is the ability to stay afloat or move through
water or similar liquids.
TIME:
Steadfast
If Successful:
If Failed:
Survival [Area]
TIME:
Taunt
4 Hours
TIME:
1 Full-Turn Action
REPEATABLE: Yes
Survival is the ability to procure shelter, fire, food
and drink in an otherwise inhospitable or untamed location. Survival differs greatly depending on the [Area]
a character attempts to stay alive in.
REPEATABLE: No
Taunt is act in trying to aggravate an enemy into attacking you. Characters may perform this ability in
hopes of drawing unwanted attention away from their
allies.
See page XYZ for details on finding wild foods. Common areas include:
Ocean / Sea
River / Lake
Swamp / Marsh
Jungle / Rain forest
Forest
Plains / Grassland
Desert / Wasteland
Canyon / Cliffs
Hill
Mountain
Snow
Glacier / Ice
If Successful:
If Failed:
16
Teach
TIME:
See Below
If Failed:
Open Adventure
There are five archetypes to choose from in the
OPEN ADVENTURE game:
1. Combat
2. Subterfuge
3. Magic
4. Heal
5. Social
An Archetype is a model or class of characters that
fit a certain style of play. FOR EXAMPLE, if you
wanted your character to be a strong, courageous
fighter who wielded a spear or laser sword, you might
be interested in the Combat archetype.
Archetypes
Throwing [Item]
TIME:
If Failed:
Archetype
Focus
Combat
Melee Combat
Subterfuge
Ranged Combat
Magic
Spells / Psionics
Heal
Social
When choosing an archetype, you are actually choosing a random Talent from that archetype. A talent is
a helpful or powerful ability that your character will
get to use through out the OPEN ADVENTURE
game. Once you have chosen an archetype talent, it
will stay with your character for the remainder of the
game.
Each time your character achieves a new level, choose
one random talent to add to your character's record
sheet.
To randomly select a talent from one of the
archetypes, roll 2d6. If the white die rolls a 4-6, add
+6 to the black die roll. Read only the black die roll
when consulting the archetype talent tables. Alternatively, you can roll 1d12 for the same effect (if you
have a 12-sided die available). If the talent chosen has
already been chosen by the same character, roll again
for new results.
Combat
Combat represents individual soldiers, mercenaries,
bounty hunters or various types of combatants. They
believe no problem can't be solved with their melee
weapon and choose strength as their highest primary
trait. Warriors and veterans are usually very athletic,
courageous in battle and are willing to stand toe-to-toe
with any enemy that bars their way.
Combat Talents
17
Open Adventure
Roll Talent
d12
NIMBLE FOOTED Movement through moderate terrain costs 1 Movement Point instead
of 2
DANGER SENSE You may make a free attack at any point during the GM's turn
10
SUREFIRE You ignore allies when determining Line of Sight (LOS) for ranged attacks
11
10
11
FAR KILL You gain +2 Damage when attacking an enemy at least 3 spaces away
12
12
Subterfuge
Magic
Subterfuge Talents
Magic Talents
18
Open Adventure
Heal Talents
Roll Talent
d12
1
UNBURDENED If you do not have any Armor equipped, each of your attacks gain +1
10
LETHARGY Enemies must spend +1 Movement Point to enter an empty space adjacent
to your character
IMMUNITY When you Rest, you may discard 1 Condition from yourself
11
CLAIRVOYANCE Characters and barriertype spaces do not block Line of Sight. Doors
still block LOS
10
CURE ALL 2, X: All allies within 3 Spaces of your character gain +X for each
spent on this talent this turn
12
11
12
Heal
Dedicating their lives to helping others, clerics &
medics seek to right the wrongs of the world, oppose
evil and help those in need.
These friendly types are always willing to lend a hand,
heal the sick or injured, and support the team in less
conventional means.
In combat they attempt to divide and conquer the enemy rather than face it head-on. After the fray has
ended they are the first to mend the wounds of the
fallen.
Social
Resourceful individuals, socialites come from many
walks of life but all share a delight, and affinity, for
talking their way out of trouble or bettering their
predicament.
19
While many socialites are honest tradesmen, merchants, ambassadors or diplomats, many other use
their trusting nature to con or swindle others.
Open Adventure
Social Talents
Roll Talent
d12
1
10
11
12
= Activate
Ability Activation
Some talents, magic, items etc. have abilities that
must first be activated before they can be used. Abilities that must be activated will have the symbol
before it. To activate an ability, the player or GM must
declare they are activating the ability then note the effect as activated.
An ability that has been activated can only be used
Attack
Attack is a representation of how well a PC can use
a weapon competently during combat or while attacking something. Attack is also a measure of how well a
weapon the PC is wielding performs under combat.
Character's with a high strength trait are skilled melee
fighters because of their physical ability to bash, pierce
and slash their way in battle. PC's who have a high
perception trait are gifted at ranged combat because
of their increased eye-hand coordination and exceptional accuracy in hitting the weak points of their target.
Likewise, a quality weapon, will have a high Damage
number (see page XYZ for details on weapons). These
two numbers, a PC's strength or perception and a
weapon's damage, are added together to find a character's Attack value. FOR EXAMPLE, a character
with a perception of 6 attacking with a combat rifle of
3 damage has a total attack of 9 (6 + 3 = 9).
Some weapons have a damage of 0. This simply
means the quality of the weapon is poor; not that no
damage is inflicted. The same process as described
above still occurs:
1. Find the PC's strength / perception number
2. Find the weapon's damage number
3. Add the two numbers together
In this case, since the weapon damage is 0, only the
character's strength or perception, whether it's a
melee or ranged attack, respectively, would be considered during combat. Likewise if a weapon had a damage of a negative number (such as -2, or -3), the
weapon's damage would be subtracted from the
strength or perception of the PC.
Character's who wield dual weapons, or switch from
one weapon to another, will often have different attack values for each weapon since the damage rating
of weapons are often different. Dual-wielding characters do not receive an additional attack because of the
second weapon.
Once your character has purchased a weapon, add it's
damage to your PC's strength (if a melee weapon) or
perception (if a ranged weapon) and write down the
attack number on a sheet of paper or character record
20
Defense
Defense is calculated in the same way attack is except instead of strength or perception, a character's
ability to dodge an incoming attack uses their dexterity
trait number. And instead of a PC's weapon damage,
their armor's Toughness number is added to their
dexterity to find their Defense value. FOR EXAMPLE, a character with a dexterity of 5 and armor of 2
block has a defense of 7 (5 + 2 = 7). A character using a ranged weapon with 4 damage would combine it
with their perception of 5 for an attack of 9 (5 + 4 =
9).
Choose a Race
Fantasy and science-fiction worlds are full of creatures
and species ranging from the mundane to the fantastic.
In the OPEN ADVENTURE game, you have the option to choose whichever race you want from the list
below, depending on which sounds most fun. The different races have no in-game effects other than their
size (see page XYZ for rules regarding character size),
but are instead there purely for cinematic and flavor
purposes. With permission from your GM, you may
create your own race or play one not listed. You don't
have to know all the personalty traits of a race to begin playing one; if in doubt, make it up!
The races provided above are different if playing a
medieval fantasy game rather than a science-fiction
game. However, if you wanted to share the races between genres, ask your GM if it is appropriate.
HUMAN: (Medium/Average) Most OA characters will
be humans. Humans are the most wide-spread of all
the races. The human traits of curiosity, resourcefulness and unyielding courage have helped them to
adapt, survive and prosper in every world they have
explored.
Open Adventure
Science-fiction Species
Elf
Android
Dwarf
Changling
Felidae
Dushraki
Gnome
Genetic Clone
Human
Human
Kitsune
Klangon
Lizardfolk
Mutant
Minotaur
Reptoid
Ogre
Vultan
Troll
V'Ruari
Fantasy Races
ELF: (Medium/Slim) Elves are graceful, slender demihumans with delicate features and pointy ears. They
can be dangerous opponents, able to fight with any
weapon, melee or ranged, and use magic spells as
well, but prefer to spend their time feasting and frolicking in wooded glades. They rarely visit cities of
men. Elves are fascinated by magic and never grow
weary of collecting spells or magic items. Elves love
beautifully crafted items.
DWARF: (Small/Stout) Dwarves are short, stocky
demi-humans with long, respectable beards and heavy
stout bodies. Their skin is earthen tone and their hair
black, gray or dark brown. Stubborn but practical
dwarves love grand feasts and strong ale. They admire
craftsmanship, and are fond of gold and stonework.
Dwarves are dependable fighters and are sturdy
against magical influences.
FELIDAE: (Medium/Average) Felidaens are several
sub-races of feline demi-humans. They are large bipedal humanoids with a feline head, claws, fur and
tail. The colors and markings of their fur can vary
greatly from one of a tiger, lion or leopard. Felidaens
are very tribal, keeping few records of their past. They
share a tight bond with one another and are extremely loyal to their kin. Their focus and courage in
battle are known in far away lands.
GNOME: (Small/Average) Gnomes are small, wiry tinkerers who live underground. Their skin color ranges
from dark tan and woody brown. Their hair is fair and
eyes often varying shades of blue. They are great mechanics and inventors, and are known for their knowledge and eccentric behaviors. Most gnomes wear
plain clothing but admire intricate stitching and fine
jewelry.
KITSUNE: (Medium/Slim) Kitsunes, also known as
foxfolk, are demi-humans with the body of a man and
21
Open Adventure
the head, claws, fur and tail of a fox. Kitsune have a
love for trickery and deception. They delight in the
arts, especially riddles and storytelling. Foxfolk live in
ancestral clans, sharing wisdom passed down from
one generation to the next. Their quick wits and nimbleness have gotten them out of many troubles before.
LIZARDFOLK: (Medium/Average) Lizardfolk are water-dwelling humanoids with the body of a man and
the head, claws, scaly hide and tails of a lizard or serpent. Lizardmen make large tribal nests in swamps,
rivers and along seacoasts. Lizardfolk live in small
tribes and care little for affairs of men or demi-humans. Most are a drab green or brown color, while
others can be dramatically colorful: bright reds, yellow, blues and greens, like some other reptiles and
serpents.
MINOTAUR: (Medium/Stout) Minotaurs are muscular
nomadic creatures with the body of a man and the
head of a bull. They prefer to live underground in
labyrinths or in wide open plains or steppes. They live
a primitive, tribal existence but have a complex culture
surrounding their courage and prowess in battle.
Minotaurs are fierce opponents due to their brawn,
horned heads and hot temperament.
OGRE: (Large/Stout) Ogres are large, brutish humanoids that appear lazy and fat but are in fact incredibly strong. Their skin color ranges from dull
brown yellow to red, deep blues and even ashen
black. Some ogres have two heads, one eye, or a single horn. Their clothing consists of crudely crafted furs
and hides which add to their naturally repellent odor.
Their culture consists mostly of war, violence and feats
of strength. They have a disdain for humans. Ogres
are said to have descended from giants.
TROLL: (Large/Slim) Trolls are a diverse sapient race
that can be found in nearly any corner of the world.
They walk upright but hunched forward with sagging
shoulders. Trolls can be staggeringly tall, lanky, and
muscular with rubbery blue, green and mottled gray
hides. Many trolls hold no loyalty other than to their
tribe. Their long arms, strong legs and quick reflexes
make them adept hunters.
Science-fiction Species
ANDROID: (Medium/Stout) Androids are machine robots made to resemble the anatomical likeness of a
humanoid. Most, but not all, have two legs, two arms,
a head and torso. Androids can speak, see and think
like humans due to their likeness. Androids are manufactured for many different purposes from industrial
fabrication to warfare. While most androids are
looked upon in most societies as inferior to a biological being, in some areas androids have rebelled
against their makers and created a collective band of
machine men.
23
Open Adventure
Personality
Think about how your character speaks, their mannerisms, the way they dress, how they like to spend
their money, how they like to spend their non-adventuring time, and so on.
Additionally, consider how your character views the
morals of good and evil, right and wrong. Is your
character a paragon of virtue, or a pariah of society?
How does your character feel about killing (both innocent and guilty NPCS)? Does he or she always follow
the rule of law, even if it is considered unjust? Understanding the moral and ethical motivations that drive
your character will allow you to better play the personality of your character.
Background
At some point you'll want to think about the background of your character, such as where and when
they were born, how they were raised, who their family and friends are, and what they did in their life up to
the time they enter the adventure the GM has set up.
RELIGIONS: What religion, if any, does your character adhere too? In fantasy campaigns religious organizations have great influences and can help or hinder
an adventurer when they go to towns or meet others
of a certain order. In science-fiction campaigns religion may be as diverse as the alien species that inhabit other worlds. Religious orders may span across
the stars. Your character does not need to belong to
any religious organization, but if they do be sure to
think of how they're involved.
GUILDS: Many different factions, gangs, clans and
bands have risen and fallen from power over the generations. Is your character a member of one of these
guilds? Some of the organizations will be a force of
good, while others will hold a more sinister motive.
Some guilds will simply exist for the self interest of
their members. Think of what influence your character has on one of these guilds, if any.
ROLE: What your character does on a day-to-day basis can be considered his or her profession. Professions, also known as Roles, are usually the same as a
career, but not always. Your character should carry
with them a title that defines their expertise in their
role. FOR EXAMPLE, Paladin, Smuggler, or Pirate
are titles of a profession.
This should not be considered a solo event but more
of a collaborative one. The GM may have some suggestions for your character's background, or even ask
you to change some of the details to better fit the
campaign.
If you're having troubles thinking up a convincing
background, try talking with the other players of the
game. Discuss with them to find out what they have
come up with for their PCs. You may even suggest
Open Adventure
Height
Slim*
Average*
Stout*
Small
1 space
18 wt
20 wt
25 wt
Medium
2 spaces 75 wt
80 wt
105 wt
Large
3 spaces 170 wt
190 wt
240 wt
Known Languages
Assign a number of +1 ability points to the language ability equal to your character's intelligence
trait number. These points may be placed in multiple
languages, if desired.
Additional Languages
Roll Fantasy
1d12 Languages
Science-fiction
Languages
Doppleganger
Basilosaurus
Dragon
Calamorian
Elemental
Ornithoin
Fairy
Cosmic Cloud
Gargoyle
Crystalline Entity
Goblin
Doppleganger
Harpy
Extragalactic Jelly
Kobold
Floating Brain
Medusa
Megalisk
10
Orc
Reaver
11
Pixie
Species 4782
12
Pegasus
Xergling
Open Adventure
stage above adulthood. Characters younger than
adulthood will have the opposite modification to
their traits.
Characters who are exceptionally young ( their adolescence stage or younger) or exceptionally elderly (
through their elderly stage or older) suffer three -1's
to one or more physical traits and three -1's to one or
more mental traits, instead.
Guild Languages
Age Stage
Physical
Mental
Adolescence
+1
-1
Adulthood
Middle Age
-1
+1
Golden Age
-2
+2
Elderly
-3
+3
Age
Most adventurers will begin their journey at a young
but suitable age. However, if a player wishes to create
a character who is younger or older than usual, they
should discuss with the game master on an appropriate age for their character.
At the GM's discretion, a certain species could have a
lifespan anywhere from a few decades to a few centuries. The game master should decide an appropriate
number of years that each species typically lives before they succumb to old age; then divide the number
of years into five equal stages (see the table to the below).
If a character is older than adulthood, they suffer -1
to a physical trait: strength, dexterity or health
(player's choice) and gain +1 to a mental trait: perception, intelligence or charisma (player's choice) for each
25
Alignment
The actions, deeds and intentions of a character,
whether they are good or evil, will begin to effect how
NPCs perceive and treat that character. The more evil
a character is, for example, the less liked they are by
those who align themselves with justice and law but
the more accepted they are by other evil individuals.
How good or evil a character has become is represented by a number of Alignment Points (AP). There
are two types of alignment points: good AP and evil
AP. Characters can receive 1 alignment point for each
time they do one or more of the following:
Open Adventure
Alignment Points
AP Total Agreeing
Alignments
Opposing
Alignments
0-9
Neutral
Neutral
10-19
+1
-1
20-29
+2
-2
30-39
+3
-3
40-49
+4
-4
50
+5
-5
Tech Levels
Certain cultures or societies are technologically superior or inferior to another society. A Tech Level (TL)
is a way of rating a society's understanding of what
they consider current technology. FOR EXAMPLE, a
cave man would consider current technology to be an
atlatl, mortar and pestle or flint-napped arrowhead. A
pilot of the future, on the other hand, would consider
current technology very differently! Their understanding of technology would more likely involve hyper-light drives, starships and computers.
Two characters of the same intelligence trait could experience difficulty in understanding a technology outside the era they're most familiar with using. FOR EXAMPLE, a knight from the middle ages would be utterly lost when it came to using a starship.
In OPEN ADVENTURE there are a total of 16 tech
levels.
Antiquity
Modern
Future
Open Adventure
of Experience Points (XP) a character must obtain
before they can be promoted. A character must collect a number of XP equal to the minimum amount
for the level they wish to reach.
Starting at level I, after achieving a new level players
are allowed to randomly select one new talent from an
archetype of their choice (talents & archetypes are discussed on page XYZ).
Next, the character's maximum HP is increased by
1d6 points. The character also gains 1d6 +1 modifiers for any abilities of their choosing. Lastly, any
characters with 1 or more points in their magic trait
gain access to a new tier of magic equal to their new
level. FOR EXAMPLE, a character promoted from
2nd to 3rd level would be able to use 3rd tier spells
and psionics (as well as all lower tiers of magic) for
which they had the appropriate type of mana.
Level Advancement
Every time a character makes an ability test while using technology that is more primitive than their current understanding, they receive a -1 for every 2 tech
levels below their standard TL from which the technology originates. FOR EXAMPLE, a character from
a star-faring age would receive a -1 for using technology from the artificial intelligence age, but no TL
modifier from using technology from the antimatter
age.
Level V
Modifier
-1 to use technology
Level
Total XP Required
Level 0
Level I
500 XP
Level II
2,000 XP
Level III
4,500 XP
Level IV 8,000 XP
12,500 XP
Open Adventure
28
Money
Money Denominations
100 Copper Coins
= 1 Silver Coin
= 1 Gold Coin
= 1 Star Credit
= 1 Galactic Credit
Equipment List
The items listed here are common enough that they
can be found for sale by most merchants selling such
wares.
If a character wishes to purchase an item not found
on this list, the GM should carefully consider if such
an item would be appropriate for the campaign, and if
so a reasonable price for which it would be sold (see
page XYZ).
Common Weaponry
The weapons table on page XYZ shows a basic list of
starting weapons for sale. Weapon information in the
Common Armor
The armor table is a basic list of armor for sale commonly found at any merchant who sells such things.
Armor information in the below table is as follows:
ARMOR NAME describes the basic type of armor it is
considered to be. The name is different for fantasy
and science-fiction genres, but all other rules are the
same.
COST is the amount of coins or credits that must be
spent to purchase the armor.
TOUGHNESS is the number that is added to a character's dexterity. This number helps determine how
many points of damage from a enemy's attack are
canceled by the armor.
WEIGHT is the amount the armor weighs. The unit of
weight is 1 kilogram = 1 weight.
30
Open Adventure
Fantasy Weaponry
Weapon
Cost
MELEE WEAPONRY
Axe, Hand
60 cc
1 wt
1H
0+
Axe, Battle
3 sc
3 wt
2H
14
: +1 Damage
: Knockback 1
Cestus, Spiked
50 cc
wt
1H
23
: Stun
: +1 Damage
Club, Baton
30 cc
2 wt
1H
0+
4 sc
5 wt
2H
14
Sweep
: Stun
: Knockback 1
30 cc
wt
1H
1+
: +1 Damage
Flail
1 sc
1 wt
1H
25
Hammer, Maul
2 sc
5 wt
2H
Hammer, War
1 sc
2 wt
1H
Sweep
Polearm, Lance
2 sc
4 wt
1H
35
Reach 1
50 cc
9 wt
2H
35
Reach 1
Polearm, Glaive
4 sc
3 wt
2H
34
Reach 1
Sweep
: Sunder 1
: Pierce 1
Quarterstaff
2 cc
2 wt
2H
0+
Reach 1
Rod, Mace
50 cc
2 wt
1H
3+
Rod, Morningstar
1 sc
2 wt
1H
3+
Scythe
1 sc
1 wt
1H
23
Sword, Bastard
5 sc
3 wt
2H
Sword, Long
4 sc
2 wt
1H
34
: Bleed 1
: Sunder 1
Sword, Rapier
3 sc
1 wt
1H
: Bleed 1
: +1 Damage
Sword, Scimitar
3 sc
1 wt
1H
34
: Bleed 1
: +1 Damage
Sword, Short
1 sc
1 wt
1H
3+
30 cc
1 wt
1H
13
Club, Kanabo
Dagger
Polearm, Pike
Whip
: +1 Damage
: Stun
: Stun
: Stun
Bleed 1
: +1 Damage
Reach 1
31
the armor was created in. See page XYZ for rules on
tech levels.
Open Adventure
Cost
RANGED WEAPONRY
Atlatl*
30 cc
1 wt
1H
Blunderbuss***
80 cc
2 wt
1H
45
: Knockback 1
: Stun
Blowgun**
40 cc
wt
1H
03
: Stun
: +1 Range
Bow, Long*
40 cc
16
1 wt
2H
14
: +1 Damage
: Bleed 1
: +1 Range
1 sc
11
1 wt
2H
24
: +1 Damage
: Sunder 1
30 cc
10
1 wt
2H
03
: Pierce 1
Crossbow, Hand**
4 sc
2 wt
1H
14
Crossbow, Light**
3 sc
11
3 wt
2H
24
: +1 Range
Crossbow, Heavy**
5 sc
13
9 wt
2H
34
: Stun
: +1 Damage
Pistol, Flintlock***
50 cc
1 wt
1H
: Bleed 1
: Pierce 1
1 sc
4 wt
2H
10 cc
wt
1H
04
: Stun
: +1 Damage
Bow, Recurve*
Bow, Short*
Musket***
Sling***
THROWN WEAPONRY
Axe, Throwing
80 cc
2 wt
1H
05
Bola
50 cc
2 wt
1H
Dagger, Throwing
30 cc
1 wt
1H
26
40 cc
wt
1H
2 sc
2 wt
1H
4+
Area 3
: Burn 2
Javelin
15 cc
1 wt
1H
3+
Net
20 cc
1 wt
2H
1+
Area 3
: Entangle
Spear
40 cc
1 wt
1H
0+
Star, Throwing
20 cc
wt
1H
24
: +1 Damage
1 sc
2 wt
1H
25
Arrows (10)
25 cc
1 wt
Quarrels (10)
30 cc
wt
Saltpeter (10)
1 sc
1 wt
3 cc
2 wt
Dart
Grenade, Saltpeter
Trident
: +1 Damage
: Entangle
AMMUNITION
32
Open Adventure
Science-Fiction Weaponry
Weapon
Cost
MELEE WEAPONRY
Axe
3 sc
3 wt
2H
14
: +1 Damage
Blackjack
50 cc
2 wt
1H
46
: Stun
Brass Knuckles
50 cc
wt
1H
5+
Chain
1 sc
4 wt
2H
56
: Reach 1
: Entangle
Chainsaw, Heavy**
3 sc
10 wt
2H
613
: Sunder 2
Chainsaw, Normal**
2 sc
5 wt
1H
613
: Sunder 1
Crowbar
50 cc
5 wt
2H
3+
Cutiken
3 sc
1 wt
1H
1013
Garrote
10 cc
wt
2H
1+
Gauntlet, Stun
80 cc
wt
1H
612
: +1 Damage
Hammer, Sledge
1 sc
5 wt
2H
512
: Knockback 1
Hammer, Meteor
4 sc
2 wt
1H
Machete
1 sc
1 wt
1H
3+
Nunchaku
1 sc
wt
1H
: Stun
: +1 Damage
Subspike
3 sc
3 wt
2H
10+
Bleed 1
: +1 Damage
Sword, Laser
1 gc
wt
1H
13
: Sunder 2
Sword, Hook
1 sc
2 wt
2H
57
Omnikatar
2 sc
wt
1H
11+
: Bleed 1
Reactive Blade
1 sc
1 wt
1H
12
: +1 Damage
50 cc
9 wt
2H
12
Vibrokatana
2 sc
1 wt
2H
912
: Sunder 1
Vibrostaff
2 cc
2 wt
2H
913
Reach 1
25 cc
2 wt
Trappike
Sweep
Sweep
: Reach 1
: Entangle
AMMUNITION
Fuel/Energy (10)
33
Open Adventure
Cost
RANGED WEAPONRY
Machine Gun, Heavy*
8 sc
18
15 wt
2H
712
5 sc
13
10 wt
2H
612
3 sc
13
5 wt
1H
612
Phaserblade Repeater**
1 sc
3 wt
2H
13+
: Sunder 2
Pistol, Laser**
40 cc
wt
1H
11+
: Stun
Pistol, Revolver*
25 cc
1 wt
1H
512
: Pierce 1
Pistol, Semi-Auto*
20 cc
1 wt
1H
612
Plasma Thrower**
15 sc
25 wt
2H
68
: Burn 1
: +1 Damage
Rail Cannon***
20 sc
30 wt
2H
911
: Stun
: Knockback 1
: +1 Damage
Rifle, Assault*
40 cc
12
5 wt
2H
712
Rifle, Battle*
1 sc
13
5 wt
2H
712
40 cc
15
2 wt
2H
612
: Pierce 1
5 sc
1 wt
1H
11+
30 cc
15
3 wt
2H
512
Rifle, Sniper*
2 sc
18
8 wt
2H
712
: +1 Damage
Rocket Launcher***
4 sc
4 wt
2H
711
Area 3
: +1 Damage
Shotgun, Combat*
5 sc
10
5 wt
2H
511
: Knockback 1
: Sunder 1
Shotgun, Full-auto*
40 cc
11
5 wt
1H
710
: Knockback 2
Shotgun, Semi-auto*
30 cc
13
4 wt
1H
611
Submachine Gun*
20 cc
11
2 wt
1H
712
Area 3
: Burn 1
: Stun
THROWN WEAPONRY
Thermite Grenade1
1 sc
wt
1H
812
20 cc
1 wt
1H
13+
Bullets (10)
3 cc
wt
Fuel/Energy (10)
25 cc
2 wt
Projectiles (10)
30 cc
2 wt
Entangler
Area 4
: Entangle
AMMUNITION
34
Open Adventure
Armor
Fantasy Armor
Science-Fiction
Armor
Cost
Ability
Uniform, Cloth
Garment, Leather
50 cc
2 wt
0+/3+
: +1 (this ability
may only be used once
a day)
1 sc
4 wt
03/4+
3 sc
10 wt
23/612
: +1 Defense until
end of turn
Vestment, Aramid
15 sc
2/4
18 wt
Mail, Plated
Vestment, Ballistic
5 sc
3/5
18 wt
Scale, Bronze
Exoskeletal Frame
5 sc
4/6
13 wt
13/8+
-1 Dexterity
+1 Strength
Scale, Iron
Nanosuit, Mesh
20 sc
5/7
14 wt
23/9+
Scale, Leather
Nanosuit, Adaptive
2 sc
3/5
12 wt
13/9+
: +2 Defense until
end of turn
25 sc
7/9
15 wt
23/12+
Banded, Leather
5 sc
5/7
12 wt
13/12+
: +1
Plate, Iron
60 sc
8/10
22 wt
3/12+
-1 Reflex Save
Plate, Steel
2 gc
9/11
22 wt
3/12+
-2 Reflex Save
Shield, Buckler
Shield, Mobile
1 sc
+1
2 wt
0+
Shield, Heraldic
Shield, Riot
2 sc
+2
6 wt
24/5+
Shield, Tower
3 sc
+3
13 wt
25/11+
: Sunder 2
SHIELDS*
: +1 Defense until
end of turn
ARMOR ACCESSORIES
Armor Spikes
Armor Blades
5 sc
5 wt
24/10+
Shield Spikes
Shield Blades
1 sc
2 wt
1+/9+
Attacks as a Dagger
= Stamina Points, = Activate, = Power Points, = Health Points, * = Requires One Free Hand to Use
35
Open Adventure
Services
Retainers
Hirelings
Mercenaries
Specialists
Retainers
Retainers are non-player characters that agree to join
an adventuring party as a soldier, guard or other form
of hired arm. However, some retainers may be hired
for unskilled labor or mundane tasks and jobs. Retainers come in two types: hirelings or mercenaries.
When a player character attempts to hire a retainer,
the PC should attempt a bargain ability test. The GM
should consult the table below to determine the retainer's hiring price and morale.
Game masters should refer to page XYZ for details on
creating NPCs.
Hirelings
Hirelings are NPCs who work only for pay, especially
in a menial or boring job, with little or no concern for
the value of their work. Because of their lack of care
for their work, and their focus on money, hirelings are
generally considered to be not trustworthy. However,
hirelings are relatively thrifty to hire for one or two
quests.
0 or less
20% More
1 Morale
3 Morale
1-3
10% More
2 Morale
4 Morale
4-6
3 Morale
5 Morale
7-9
10% Less
4 Morale
6 Morale
10+
20% Less
5 Morale
7 Morale
Hireling Costs
Type & Level
Commoner (Level 0)
10 sc
20 sc x Level
15 sc x Level
40 sc x Level
12 sc x Level
Mercenaries
When characters need an entire army rather than just
a few helpers, they can hire Mercenaries. Mercenaries are trained troops that will work and fight for payment. The hiring costs for mercenaries is listed on
page XYZ. The costs are different for each type, but
each mercenary has a starting experience level. For
mercenaries of the same type but of higher levels,
multiply their hiring costs by the number of levels
higher than their base level and add it to the total cost
for hire.
36
Open Adventure
Science-fiction
Archer
Rifleman
25 sc
10
12
15 HP
15 SP
Calvary, Heavy
1 gc
15
15
24 HP
27 SP
Calvary, Light
50 sc
12
12
13 HP
13 SP
Calvary, Medium
75 sc
13
14
19 HP
16 SP
Crossbowman
Bounty Hunter
20 sc
10
12
13 HP
11 SP
Footman, Heavy
15 sc
10
11
12 HP
12 SP
Footman, Light
Enforcer
10 sc
5 HP
7 SP
Horse Archer
Warfare Android
15 sc
11
10
14 HP
10 SP
Longbowman
Sniper, Longshot
50 sc
13
12
15 HP
18 SP
Militiaman
Militiaman
5 sc
3 HP
3 SP
Specialists
Specialists are professionals who are experts in a particular field of study. When characters need specialized
help or insight, they should hire a specialist.
Specialists will not expose themselves to danger and
do not usually accompany characters on adventures.
Like mercenaries, however, specialists supply their
own equipment; but require food and general provisions from the PCs.
The costs for a specialist depend on the type. A list of
common specialists and their hiring costs is listed on
page XYZ. For the price of a specialist not listed, the
game master should assume to have the hiring cost of
20 sc per day hired (if the specialist is skilled) or
price (if the specialist is unskilled).
Transports
Whether to cross a desert, ocean or sea of stars, eventually adventurers will want to travel by means other
37
than their feet. In a fantasy campaign, nearly all transportation is animal, water or wind based. In a sciencefiction adventure, these types of vehicles exist but the
primary method of getting around is with a starship.
A list of common transport types, along with prices
and other details, can be seen on page XYZ through
XYZ. This should not be considered the complete list
of transports, but rather an example of the type of
transportation a game master can create for his or her
own campaign. Transportation information in the
transport tables is as follows:
TRANSPORT TYPE describes the basic type of vehicle or transport it is considered to be.
SPEED is the number of spaces the vehicle can travel
on either an overland or stellar map in an eight-hour
interval (see page XYZ for more on movement).
CARRYING CAPACITY is the amount of weight the
transport can carry before it moves at half it's movement speed. Transports can carry up to a maximum
of twice their listed carrying capacity. Transports that
require a crew of characters to operate do not count
the crew weight when calculating carrying capacity.
Transports pulling drawn vehicles use the carrying capacity of the cart or wagon instead of their own carrying capacity. When pulling a drawn vehicle, a transport moves its normal speed if the drawn vehicle is
carrying it's carry capacity or less in weight; or half
speed if the vehicle is carrying over it's carry capacity.
Some transports (such as a train) have a special ability
to pull more than one drawn vehicle. When this is the
case, if one or more of the drawn vehicles has more
than it's carry capacity in weight, the transport moves
at half speed. A drawn vehicle cannot carry more than
twice its carry capacity.
Open Adventure
Specialist Costs
of it's maximum health points in order for it to function. If a transport has 0 or less health points it is considered dead or destroyed. A destroyed transport cannot be repaired.
Fantasy
Specialist
Science-fiction
Specialist
Cost
per day
Animal Trainer
1 gc
Armorer
Armorer
20 sc
Artillerist
Artillerist
15 sc
Bailiff
Repairman
10 sc
Using a Transport
Blacksmith
Metalsmith
50 sc
Castellan
Lieutenant
4 gc
Chamberlain
Waste Disposal
10 sc
Chaplain
Priest
1 gc
Chemist
Chemist
2 gc
4 gc
Engineer
Engineer
1 gc
Equarry
Biologist / Botanist
10 sc
Guard Captain
Security Expert
8 gc
Herald
Ambassador / Spy
80 sc
Magist
Professor of Paraforce
6 gc
Marshal
Recruiter / Scout
10 sc
Provost
Tax Collector
10 sc
Reeve
Accountant
1 gc
Sage
Historian
4 gc
Seneschal
Assistant
80 sc
Sheriff
Constable
10 sc
Spellcaster
Psionicist
Varies
Steward
Logistics Expert
2 gc
Warden
Warden
10 sc
NAUTICAL / STELLAR
Rower
Mechanic
5 sc
Sailor
Starship Specialist
20 sc
Ship's Captain
Starship Captain
50 sc
30 sc
Uncontrolled Transports
If while riding or piloting a transport requires great
skill from the controlling character (such as driving a
vehicle while in combat or steering during bad
weather), the GM may require the character operating
the transport to make a handle animal or pilot ability
test. Failing the test means the transport suffers the
uncontrolled condition (see page XYZ for details).
If a character is killed or stops controlling the transport (such as from jumping out of or away from the
transport), the transport is also considered uncontrolled.
An uncontrolled transport will naturally slow down,
moving half the speed of it's previous movement.
Open Adventure
Cost
Speed
Carry
Capacity
Defense Health
Weight
Balance
Tech Level
Camel
10 sc 24 MV
150 wt
15 HP
150 wt
24 sc 30 MV
5 wt ea.
5 HP ea.
35 wt ea.
Donkey / Mule
2 sc
16 MV
100 wt
7 HP
100 wt
Elephant
20 sc
8 MV
300 wt
20 HP
3,800 wt
Horse, Draft
4 sc
16 MV
225 wt
15 HP
225 wt
Horse, Riding
7 sc
36 MV
150 wt
10 HP
150 wt
Horse, War
2 gc
20 MV
200 wt
20 HP
250 wt
Oxen
60 sc 20 MV
225 wt
18 HP
860 wt
Pony
3 sc
32 MV
100 wt
6 HP
100 wt
Carriage
15 sc
650 wt
9 HP
325 wt
24
Cart, 1 Horse
10 sc
200 wt
8 HP
200 wt
+2
1+
Cart, 2 Horses
10 sc
400 wt
8 HP
250 wt
-3
2+
Chariot
10 sc
150 wt
5 HP
100 wt
-2
13
Sled
2 sc
100 wt
4 HP
10 wt
+2
0+
Sleigh
15 sc
600 wt
9 HP
250 wt
2+
Wagon, 2 Horses
20 sc
680 wt
10 HP
450 wt
+1
24
Wagon, 4 Horses
20 sc
1,200 wt
13 HP
500 wt
-5
24
Travois
50 cc
90 wt
2 HP
20 wt
+3
05
3 sc
10 wt
15 wt
15
Saddle Bags
50 cc
40 wt
5 wt
1+
30 sc
20 wt
24
1 gc
30 wt
24
Barding, Leather
10 sc
10 wt
14
3 gc
150 wt
34
DRAWN VEHICLES
39
Note that vehicles moving in outer-space do not decelerate naturally unless a character slows the vehicle
down. That is to say, a moving space vehicle will not
stop on it's own!
Uncontrolled air-based transports will naturally drop 1
vertical space every turn it is uncontrolled until it eventually lands or crashes.
A transport that crashes, capsizes or rolls-over (see
page XYZ) will stop immediately. A vehicle that becomes disabled will also immediately become uncontrolled until it is repaired, regardless of whether a
character was operating it prior to it's disablement.
Open Adventure
Cost
Speed*
Carry
Capacity
Automobile, Bus
80 sc
24 MV
800 wt
20 HP
6,500 wt
-5
511
Automobile, Urban
15 sc
40 MV
200 wt
10 HP
1,600 wt
512
Automobile, Luxury
2 gc
34 MV
200 wt
11 HP
1,600 wt
-1
311
Automobile, Racing** 50 sc
64 MV
100 wt
10 HP
700 wt
510
Truck, All-Terrain
20 sc
32 MV
400 wt
10
18 HP
2,000 wt
+5
612
Truck, Transport
8 sc
28 MV
500 wt
7 HP
2,500 wt
-2
6+
2 gc
16 MV
5,000 wt
12
36 HP
10,000 wt
6+
Bicycle
6 sc
24 MV
80 wt
3 HP
10 wt
+3
4+
Motorbike
70 sc
24 MV
100 wt
7 HP
200 wt
+3
5+
Sandrail
20 sc
24 MV
100 wt
7 HP
500 wt
+4
611
Speeder Cycle
1 gc
52 MV
150 wt
8 HP
200 wt
+2
10+
Hovercraft
30 sc
24 MV
300 wt
12 HP
600 wt
+1
10+
Train, Transport**
4 gc
12 MV
27,000 wt1
12
40 HP 200,000 wt
49
Train, Maglev**
8 gc
200 MV 25,000 wt
12
30 HP 180,000 wt
7+
DRAWN VEHICLES
Trailer, Long Bed
1 gc
3,000 wt
7 HP
4,500 wt
6+
10 sc
500 wt
3 HP
2,000 wt
-2
5+
2 sc
200 wt
5 HP
1,500 wt
+1
10+
50 sc
4,000 wt
7 HP
12,000 wt
4+
1 gc
3,500 wt
8 HP
10,000 wt
4+
3 gc
200 wt
811
30 sc
1,500 wt
4+
1 gc
100 wt
8+
10 sc
50 wt
59
50 cc
10 wt
10 wt
4+
3 sc
40 wt
40 wt
5+
* = Speeds listed are for overland travel (if traveling on a road multiply the speed by 20), * = Cannot travel overland (use unmodified
speeds only), 1 = May pull up to a number of train cars equal to 1/100 of it's listed carry capacity
40
Open Adventure
Cost
Speed
Carry
Capacity
Barque
Canoe, River
Canoe, Sea
Galley
Longship
Passage
Passage, Airship
Raft
River Barge
Row Boat
Skiff
Sloop
Trireme
Troopship
Action Type
Accelerate
Standard Action
Decelerate
Standard Action
Standard Action
Standard Action
Operate a System*
Full-Turn Action
* Starships Only
During tactical time, a character may spend their actions operating a transport (such as to slow down, accelerate or steer the vehicle or animal).
MOVEMENT ACTIONS: When in motion, transports
automatically move twice per turn in two separate
movement actions. Transports will start at rest (not
moving at all) but may be accelerated to increase
speed by moving a number of spaces per movement
action up to it's maximum speed (of MV per action).
To determine the maximum number of spaces a transport may move during a move action, divide the transport's overland speed by 4. FOR EXAMPLE, a bicycle
can move up to 6 spaces for each of it's move actions
(24 MV / 4 = 6 MV).
Transports can move backwards up to their maximum forward speed (rounded down). FOR EXAMPLE, a camel can move forward 6 spaces for each
41
Open Adventure
Collisions
If a transport collides with an object such as an adventurer or other vehicle, it deals damage equal to 1% of
it's weight (rounded down) for every 3 spaces per turn
it is traveling. The transport itself suffers half the damage it inflicted. Characters can make a reflex save,
Spacecraft
Spacecraft are complex machines, buildings, transports or siege weapons that operate predominately in
outer-space. Spacecraft come in many different sizes
and serve many different functions. Spacrcraft are divided into three general classes, based off their primary purpose:
Starbases
Starships
Starcraft
Cost
Speed
Carry
Capacity
42
Starbases
Starships
Starships have eight primary systems that make up
the build of the craft. Some starships have Installment
Slots which are areas on the ship that allow for additional systems to be installed.
The eight primary systems are:
1. Bridge / Cockpit
2. Life Support System
3. Shield Generator
4. FTL Drive
5. Sublight Engine
6. Weapons Control
7. Power Generator
8. Hull
Starship Systems
Each starship system is installed in an installment slot
within a starship. An installment slot is Volume 2x4x2
in size and can house the entire system. Typically an
installment slot is fit into an Area 4 room, though
larger rooms are possible.
A character must spend a full-turn action and successfully complete an appropriate ability test to operate a system on a starship. For rules purposes, each
system is assumed to be 2,000 in weight.
BRIDGE / COCKPIT: A Bridge is where a character
can steer the starship. In order for a spaceship to turn
left, right, up or down, a character must be adjacent
to the bridge and spend a full-turn action to perform a
pilot ability test: If successful, the PC turns the craft
for that turn. See page XYZ for details on transport
maneuvering.
LIFE SUPPORT SYSTEM: A Life Support System
(LSS) maintains an artificial gravity environment and
oxygen flowing throughout the spacecraft.
A life support system runs automatically and does not
require a character to operate it. However, an adjacent character may spend a full-turn action to perform
a medicine ability test: if successful the PC may disable
or enable an LSS.
A broken or disabled life support system results in the
loss of both Gravity (see page XYZ for gravity rules)
and Oxygen Points (OP) at a rate of 1 point per turn
throughout the entire ship. If the LSS is activated, it
will increase the ship's oxygen points by 1 point per
turn and restore gravity instantly.
43
Open Adventure
A Breach (see page XYZ) in the hull will result in the
affected room to immediately drop to 0 OP and lose
all gravity. Any adjacent rooms with connecting open
airlocks or doorways will suffer the same effects.
A ship or room with 5 or less oxygen points will result
in all occupying characters to suffocate (see page XYZ
for details on suffocation).
SHIELD GENERATOR: Shield generators produce
Shield Points that surround and protect a space vessel. For each shield point a starship has, it will deflect
1 attack (regardless of the number of damage that attack may inflict).
A character adjacent to a Shield Generator (SG) system may spend a full-turn action to perform an engineer ability test: if successful, the ship's shield points
are replenished by 1 point. FOR EXAMPLE, a shielding system that is missing 2 points would recover 1
shield point after a character successfully operates the
system.
A shield generator that has 0 or less points will not
deflect attacks.
FTL DRIVE: Faster-than-light Drives are special reactor warp engines that propel a starship to incredible
speeds exceeding the speed of light, allowing adventurers to travel the galaxy. An FTL Drive's (FTL) trait
is speed.
The speed of an FTL drive represents the number of
spaces it can travel on an astronomical map (see page
XYZ for details on maps and spaces) over an eighthour interval.
All FTL drives have a Spool Number. Immediately after an FTL Drive has stopped, it's spool number is 0.
A PC adjacent to an FTL drive system may spend a
full-turn action to perform an engineer ability test: if
successful, the character increases the drive's spool
number by 1 point. When an FTL drive's spool number reaches it's maximum, the drive can begin traveling across the astronomical map again.
SUBLIGHT ENGINE: The sublight engine of a starship is the propulsion used to move the vessel when
not in faster-than-light travel. Sublight Engines (SE)
have three traits: Maneuverability, Speed and Carrying Capacity. Maneuverability is the number that determines how fast a starship can speed up or slow
down, in spaces, per turn on a stellar map. FOR EXAMPLE, a motionless starship with an engine of maneuverability 3 could begin moving across the map at
3 spaces per turn at the start of it's next turn. The following turn it could travel 6 spaces per turn (3 + 3 =
6) if it continued to speed up. Likewise, the ship could
slow down 3 spaces per turn. Starships in space don't
slow down naturally; a character adjacent to a
bridge/cockpit must spend a full-turn action to perform a pilot ability test: if successful, the pilot may accelerate or slow down the ship.
Open Adventure
Speed of a sublight engine is the maximum speed it
can travel, in spaces, per turn on a stellar map.
Carrying capacity of a sublight engine is treated the
same way as carrying capacity of any other transport
(see page XYZ for more on carrying capacity).
WEAPONS CONTROL: Weapons control is a system that allows a character to fire weapons of differing types. Each ship has only one weapons control
system, but each weapons control can have one or
more Weapons Bay (WB). For each weapons bay a
ship has, one weapon can be equipped to the starship
for attack capabilities on the port, starboard, aft or
bow of the spacecraft. For a weapon to fire, a character adjacent to the weapon's control system must
spend a full-turn action to perform a ranged weapon
ability test: if successful, the PC may use any readied
weapons bay that turn.
POWER GENERATOR: Without a Power Generator
(PG) no other system on a starship would work.
Power generators provide energy to power each of
the seven other primary systems, as well as any additional systems installed in installment slots. For each
Energy Point (EP) a power generator has that number
of EP can be used to power systems on a starship.
Systems require as much energy points as their class
number. FOR EXAMPLE, a class 3 system would require 3 energy points to function.
Power generators work automatically and do not need
any character to operate the system. However, if a
character wants to re-route power from one system to
another they must stand adjacent to the system and
spend a full-turn action performing an engineer ability
test: if successful, the adventurer may re-route power
until end of turn.
HULL: The Hull represents a starship's overall toughness and ability to take damage. A hull has two values:
Armor, which represents the amount of damage
which is deflected when attacked, and Integrity Points
(IP) which act as a starship's equivalent to a character's health points (see page XYZ about health points).
Starcraft
A hull's armor functions the same as a character's armor during combat (see page XYZ for details about
armor during combat). When a hull has 0 or less integrity points, the ship is destroyed and any characters
on board are killed immediately.
A Breach can occur when a weapon with a breach
ability causes the hull of a starship to breach. If a
breach occurs, it effects the room that the breach occurred in. The damaged room immediately loses all
oxygen as well as any adjacent rooms with connecting
open airlocks or doorways. A breach can be repaired
after a character of the same room has successfully
passed a repair ability test.
Any characters inside a room when a breach occurs
must make a reflex save. A failure means they are
44
Organizing A Party
Before leaving a village, or after touching down on a
planet of their choosing, the party should arrange a
Marching Order. A marching order is the physical
order of position that the characters form while exploring new frontiers. Party members should determine which character is scouting out front, who's
searching in the middle, and who is following at the
rear of the party.
Players should devise their own style of marching orders when opening doors, searching rooms, fighting
enemies and so on. A common marching order is to
have the characters form a column two-by-two as they
advance forward; though this may have to change depending on the width of corridors and other changing
circumstances.
Characters who are wearing full or heavy armor
should take the point position (in the front) of the
party or remain in the rear to guard the backs of the
characters. Physically weaker characters (such as
wielders of spells and psionics) should remain close to
the middle of the party as to best be protected against
enemies, traps, etc.
Amongst the group, players should designate different
responsibilities to players. These responsibilities include:
THE CALLER: One player should be elected to discuss with the players the best course of action for the
group as a whole, then inform the game master what
everyone has chosen for their characters to do. This
player is called The Caller. Individual players may tell
the GM what their characters are doing; but the game
runs smoother if the players first discuss it amongst
themselves then have the caller tell the GM what the
group has decided.
46
Open Adventure
type of Map used (see below).
Maps
A map is the play space the characters adventure and
explore in. Characters who travel on horseback for a
day's travel, for example, will do so on a map representing a large countryside. Similarly, a starship traveling from one part of the galaxy to another will operate in a larger map still. The changing of map sizes is
known as Scale. Scale is the number, in meters, that
1 space represents.
In OPEN ADVENTURE there are four different types
of maps, each with a different scale:
Local Map
Overland Map
Stellar Map
Astronomical Map
Open Adventure
Elevation
Time Measurement
For the characters, time is not measured in the real
time of the players around the gaming table. Time
may pass faster or slower in the game world, even to
the extent of the GMs mentioning, for example, a
month passes. The GM normally records the passage
of time, but a few GMs delegate keeping track of time
to a particularly trustworthy player. Measuring time
can be important for many reasons; torches burn
down to useless stubs, food is
consumed, and
wounded characters heal damage as they rest. Game
Tactical Time
Cautious Time
Exploration Time
Extended Time
Time Measurements
Type
Game Time
1 Turn
6 Seconds
1 Minute
10 Turns
1 Round
10 Minutes
1 Hour
6 Rounds
1 Day
TACTICAL TIME: Tactical Time is the slowest measure of time. Tactical time is used during combat or
other moments of great importance in which every
action, large and small, must be played out second-bysecond. Tactical time is played out in a series of Turns
where 1 turn represents 6 seconds of game time.
CAUTIOUS TIME: Cautious Time is used when adventurers are in a potentially dangerous area and want
to move slowly and cautiously. Cautious time is played
out in a series of Minutes where 1 minute represents
10 turns.
EXPLORATION TIME: Exploration Time is a prolonged period of time used when actions or events
take approximately 10 minutes to complete such as
eating food or landing a starship. Exploration time is
played out in a series of Rounds where 1 round represents 10 minutes.
EXTENDED TIME: Extended Time is the longest of
the four segments of time measurement. Extended
time is used when characters are traveling over great
distances or performing a task that takes a prolonged
period of time. Extended time is played out in a series
of Hours, where 1 hour represents 6 rounds.
For longer period of time, time should be measured in
Days. A day is divided into three eight-hour stages:
Morning
Noon
Night
Open Adventure
Terrain Temperatures
Terrain
Day Temp.
Night Temp.
Underground
28 TP
28 TP
Water
28 TP
27 TP
Snow
27 TP
26 TP
Lava
120 TP
120 TP
Ocean / Sea
28 TP
28 TP
Temperatures
River / Lake
29 TP
28 TP
Swamp / Marsh
29 TP
28 TP
30 TP
Forest
29 TP
28 TP
Plains / Grassland
30 TP
28 TP
Desert / Wasteland
33 TP
27 TP
Canyon / Cliffs
32 TP
27 TP
Hill
30 TP
28 TP
Mountain
28 TP
27 TP
Snow
27 TP
26 TP
Glacier / Ice
26 TP
24 TP
Outer-Space
TP
TP
500 TP
500 TP
2,400 TP
2,400 TP
Personal Temperatures
LOCAL
OVERLAND
OUTER-SPACE
Description
Temperature Points
Frigid
27 TP
Cold
28 TP
Chilly
29 TP
Moderate
30 TP
Warm
31 TP
Clothing Temperatures
Hot
32 TP
Swelter
33 TP
FOR EXAMPLE, characters in a forest will have a personal temperature of 29 (before being affected by
other factors such as clothing).
Temperature Modifier
Light Clothing/Armor
Terrain Temperatures
Medium Clothing/Armor +1 TP
Heavy Clothing/Armor
49
+3 TP
Open Adventure
Party Navigation
Lost Party Travel Direction
Roll Direction Change
1d6
1
135 Back-Left
135 Back-Right
90 Left
90 Right
45 Forward-Left
45 Forward-Right
Unless the party is following a known path or noticeable landmark such as a river or coastline, the adventuring party runs the risk of becoming lost when traveling through an overland or outer-space map.
Navigation Modifier
OVERLAND
Ocean / Sea
-4
River / Lake
+1
Swamp / Marsh
-5
Plains / Grassland
+1
Desert / Wasteland
-1
Canyon / Cliffs
-2
Hill
Mountain
+3
Snow
-1
Glacier / Ice
ASTRONOMICAL
Air
+5
Outer-Space
Asteroid Field
-3
Nebula / Supernova -5
Open Adventure
discover their mistake and figure out where they're
presently located. Note the optional weather rules on
page XYZ can affect the chances of getting lost.
Local
Map
Overland
Map
Tactical (Turns)
6 MV
Cautious (Minutes)
12 MV
Exploration (Rounds)
MV
Extended (Hours)
3 MV
24 MV
The players should not be informed of this fact. Instead, the game master should roll 1d6 to determine
the direction the party mistakingly traveled.
The GM always make this roll even if it's unnecessarythat way the players never know whether or not
their characters are lost. The game master should secretly note both the player's perceived location of the
party as well as the true location that the lost party
has wandered too.
Once lost, if the navigator continues to fail at navigate
ability tests, the party will continue to travel in error
from the previous day's true location.
If a navigator succeeds at a navigation test, they will
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During TACTICAL TIME a character has 6 movement points each turn to spend as a standard action moving on a local map.
LOCAL MAP
Easy Terrain
Moderate Terrain
Vegetation / Thicket
Difficult Surface
Water, Deep
Cliff / Wall
Mud / Ice
Snow, Powdered
Quicksand
OVERLAND MAP
Trail / Highway
River / Lake
1/5*
Ocean / Sea
2/6*
Plains / Grassland
Forest
Desert / Wasteland
Hill
Snow
Swamp / Marsh
Glacier / Ice
Mountain
Canyon / Cliffs
To calculate the number of movement points a transport is afforded in 1 turn on a local map, divide the
number of spaces it can move in an eight-hour period
by 4. FOR EXAMPLE, a riding horse can move 40
spaces in eight hours. Dividing that number by 4 reveals the horse can move 10 spaces in 1 turn (40 / 4
= 10) on a local map. Reversely, the number of spaces a character or transport can move over eight
hours (on an overland map) can be found by multiplying the number of MV during tactical time by 4.
STELLAR MAP
Outer-Space
Gas Cloud
Asteroid Field
ASTRONOMICAL MAP
Outer-Space
Wormhole
Time Interval
Calculation*
Solar Winds
Divide by 8
Nebula / Supernova
Extended Exploration
Divide by 6
Asteroid Field
Divide by 4
Gravity Well
Divide by 2
52
Open Adventure
Hunt
Gather
Trap*
Fish*
Trail / Highway
-3
-2
-3
-1
Ocean / Sea
-2*
-1
+8
River / Lake
-3*
+2
Swamp / Marsh
+1
+2
+1
+5
+2
+1
Forest
+3
Plains / Grassland
-3
+1
-2
Desert / Wasteland
-3
-7
-3
-8
Canyon / Cliffs
-2
-3
-5
Hill
Mountain
+2
+2
+2
Snow
-5
-3
-2
Glacier / Ice
-5
-10
-3
If the number of movement points a transport is allowed each minute of cautious time is needed, divide
the transport's MV number for eight-hour travel by 2.
FOR EXAMPLE, a raft can travel 20 spaces every
eight hours. By dividing this number by 2, it is revealed a raft can move 10 spaces per minute.
Dividing a transports movement points for an eighthour interval by 8 will reveal the number of MV the
transport has every hour. FOR EXAMPLE, a holo
yacht has 144 MV for eight hours of travel. Dividing
this number by 8 will show the holo yacht has 18
movement points per hour.
To find the number of MV a transport has every
round, divide the transport's movement points for an
hour's interval by 6 (round down to the nearest
point, with a minimum of MV). FOR EXAMPLE, a
draft horse has 2 movement points every hour of
travel during extended time. Dividing this number by 6
reveals the transport has MV every round (2 / 6 =
, minimum ).
For starships, the differences between stellar and astronomical maps are so vast, the speeds are practically
inconvertible. Starships use FTL drives to travel across
astronomical maps and sublight engines to steer
around stellar maps. For these reasons, MV is not typically converted between time intervals for stellar maps
and intervals for astronomical maps or visa versa.
Open Adventure
Hunt/Trap
Gather
Fish
2-3
Meats
Grains
Meats
4-5
Meats
Vegetables Meats
6-7
Meats
Vegetables Meats
8-9
Meats
Fruits
Meats
10-11
Meats
Fruits
Other
12
Meats
Other
Other
Outdoor Weather
Weather can have a good or bad effect on several aspects of a party's journey across a countryside:
NAVIGATING OVERLAND: Before a character performs a navigation [overland] ability test for overland
trekking, the current weather's modifier should be applied to the test. FOR EXAMPLE, an adventurer with
a navigation [overland] of 6 would have it raised to 8
while in sunny, warm weather (6 + 2 = 8).
TRAVELING OVERLAND: When using weather to effect overland movement, use the modifier to add or
take away the number of movement points the character or transport has for overland travel.
FINDING WILD GAME & EDIBLES: The possibility
of finding and foraging food can be increased or decreased according to the weather modifiers by applying them to a survival ability test. FOR EXAMPLE, a
character hunting for food would have their survival 5
lowered to -1 during a lightening storm.
Navigating Overland
Traveling Overland
Having the right tool for the right task can mean the
difference between life and death in a haunted catacomb or uncharted alien world.
Weather Modifiers
Weather
Modifier
Temperature
Hot / Humid
-4
+3 TP
Sunny / Warm
+2
+1 TP
+1
Moderate / Overcast
Wind
-1 TP
Rain / Hail
-2
-1 TP
Carry
STR x 10
Storm / Lightening
-6
-2 TP
Lift
STR x 20
Blizzard / Snow
-8
-4 TP
Push / Pull
STR x 40
54
Sleep
In between the rigors of battle, exploration and questing, characters should find time to calm their minds
and sleep. Adventurers must sleep for 8 hours each
day or suffer 1 exhaustion counter. Characters will suffer an additional exhaustion counter for every 4 hours
more of sleep they've been deprived. If characters are
interrupted while sleeping (such as from an ambush by
enemies) they must make up for the lost sleep or suffer the same consequences. For every 8 hours a character sleeps, they lose 1 exhaustion counter.
Short Rests
Sometimes adventurers need to stop and rest for a
while before continuing on their quest, especially after
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Open Adventure
a physically exhausting event or encounter. Characters
who stop to catch their breath can do so with a Short
Rest. Short rests allow a character to recover lost
stamina points. For every hour a character rests, they
recover 1 stamina point.
Natural Healing
Injured or hurt characters have the natural ability to
heal over time. This allows for adventurers to recover
lost health points through combat, traps and other
dangerous activities. Characters regain a number of
lost health points equal to their experience level per
day (minimum HP), or twice their level per day if
the character rested for an entire day.
Naturally Healing HP
Level Per Day
HP
1 HP
1 HP
2 HP
2 HP
4 HP
3 HP
6 HP
4 HP
8 HP
5 HP
10 HP
Planetary Gravity
In science-fiction adventures, some planets or moons
will have varying levels of gravity. Gravity effects encumbrance and damage suffered from falling (see
page XYZ for falling rules). In total, there are seven
common gravity levels.
Gravity Levels
Level
Effect*
Zero / Microgravity
x0
Half Gravity
Common Gravity
x1
Tier 2 Gravity
x2
Tier 3 Gravity
x3
Tier 4 Gravity
x4
Tier 5 Gravity
x5
Open Adventure
Ocean / Sea
-8
River / Lake
-3
Swamp / Marsh
+1
Crushing Objects
Heavy objects falling on top of a character are sure to
deal great damage to anything they hit.
Falling objects such as a large stone or steel pylon deal
a number of damage equal to their weight to any unfortunate victims they hit. If the object falls less than 3
spaces, it deals half damage. Characters who succeed
at a reflex save can reduce the damage suffered by
half. FOR EXAMPLE, an object that weighs 10 wt
falls 2 spaces and hits a character. Since the object fell
less-than 3 spaces, the damage dealt is reduced by
half (to 5 damage). The character attempts a reflex
save and succeeds, further reducing the damage by
half (rounded down) to a total of 2 damage.
Fire Starting
Before a character can create a fire, they must collect
fuel to burn such as firewood or other tinder and kindling. To find fuel to light a campfire, a character
should attempt a search ability test to search the surrounding area for natural fuel. That the type of terrain
a character is searching in and the present weather
can modify the search test roll. See the table on XYZ
for terrain modifiers and page XYZ for weather modifiers.
Characters can attempt to start a fire by passing a
craft [fire] ability test. Characters may assist each other
in starting a fire or assist themselves by using flint &
steel or other form of ignition. See page XYZ for details about assisting in ability tests.
Terrain
OVERLAND
+4
Plains / Grassland
Desert / Wasteland
-3
Canyon / Cliffs
-4
Hill
+2
Mountain
Snow
-4
Glacier / Ice
-6
Fire Characteristics
Size
Fuel
Refuel
Visibility Damage
Torch
10 min.
20 sp.
5 + Roll
Small
1 hour
30 min.
60 sp.
10 + Roll
Medium
4 hours
2 hours
240 sp.
15 + Roll
Large
9 hours
4 hours
540 sp.
20 + Roll
Elements of Fire
Once a fire has been started, it will take on the following properties:
COLLECTING FUEL For every space in area the
fire is in size, it takes 1 hour for a single character to
collect enough fuel to last eight hours. FOR EXAMPLE, an area 2 fire (a 2 by 2 region) would take 4
hours to collect enough firewood to last a night.
REFUELING A FIRE A fire must be refueled with
burnable material every interval of time equal to half
the time it takes one character to find enough fuel for
eight hours (rounded down) for a fire of that size. If a
fire is fueled on time, it will maintain it's size. If the
fire is not refueled, it will shrink to one size lower than
it is currently. A small fire may not extinguish right
away if it is not refueled after 30 minutes, but it will
stop providing warmth, light and other benefits.
VISIBILITY The distance in spaces that a fire can be
spotted from afar. Note that there must be an unobstructed LOS of the fire for it to be spotted. Weather
modifiers (see page XYZ) can affect the visibility of a
fire whereby for every modifier, the visibility is increased (if there is a positive modifier) or decreased (if
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Open Adventure
there is a negative modifier) by 10% it's maximum distance, rounded down. FOR EXAMPLE, a medium fire
on a rainy day would have it's visibility reduce by 48
spaces to a maximum of 192 spaces (24 x -2 = -48 +
240 = 192 spaces). Campfire smoke may rise upwards into the sky a maximum number of spaces
equal to one-third the fire's maximum visibility
(rounded down) before dissipating and becoming unseen.
DAMAGE Damage inflicted by a small fire is equal
to a standard roll plus 10 damage. For every one size
larger that the fire is, add 5 additional damage.
Torches and other tiny fires deal the damage of a
small fire. FOR EXAMPLE, an enemy NPC is thrown
into a medium fire. At the end of the turn, the game
master makes a standard roll for a result of +1. The
GM declares the fire has dealt 11 damage to the character. Fire damage does not ignore armor.
Fires inflict their damage after all other characters
(both PCs and NPCs) have finished their turn. For every turn a character is damaged by fire, they must
make a reflect save: if failed, a part of their body,
clothing or equipment catches fire and the character
suffers 1 burn counter.
WARMTH Fires can warm adventurers at night or in
cold environments. Warmth is the amount of heat, in
temperature points (TP) the fire increases the personal
temperature of a personal or object, depending on the
distance they are from the campfire. See page XYZ to
read rules about temperatures. Characters who are
too close to a hot fire will suffer 1 burn counter for every turn they are too close.
Outer-Space Vacuum
An adventurer who is exposed to the vacuum of
outer-space or de-pressurization immediately receives
a dying condition (see page XYZ), but may continue
their turn as normal. A character can remain alive in a
vacuum a maximum number of turns equal to their
stamina points. FOR EXAMPLE, a character with 3
stamina points who enters a de-pressurized compartment receives a dying condition. They may survive in
the vacuum for a maximum of 3 turns before becoming deceased. Once a character has left a vacuum and
returned to a normal atmosphere, they no longer suffer from the dying condition given to them by the vacuum.
1 sp.
2 sp.
3 sp.
4 sp.
5 sp.
Small
+5 TP + 4 TP +3 TP +2 TP +1 TP
Medium
+5 TP +4 TP +3 TP +2 TP
Large
+5 TP +4 TP +3 TP
When in a dark room, underground or in the blackness of outer-space, a portable light source will provide full illumination to spaces that are within range of
the light source. Spaces outside the range of illumination are considered to have no illumination unless lit
by another light source. At the GM's discretion, illumination may require line of sight to the light source (either partial cover or no cover).
Line of Sight
Anything an adventurer can see from their current position is considered within their Line of Sight (LOS).
Line of sight is the ability to draw a straight line from
a distant target (such as an enemy) to the space an adventurer is currently occupying.
Open Adventure
For a character to have LOS to a target or space, the
game master must be able to draw an uninterrupted
straight line from any corner of the space the character occupies to any corner of the space the target occupies.
If the line of sight only touches a corner of a space
with a barrier, obstacle or character (but does not enter it), or is adjacent to the targeted space, the space
is still considered within line of sight.
However, if the line passes through any part of a
space that is occupied by a barrier, obstacle or character (including the current character), then the target
space is not considered within line of sight. Likewise,
if the line passes parallel to the edge of a space with a
barrier, obstacle or character in it, then the target
space is also not considered within line of sight.
If a space is considered within line of sight of a character but only by 1 corner, the target is considered to
have Partial Cover (read more about effects on page
XYZ) unless the LOS enters into another space with
partial cover, then the target has full cover.
Death
When a character's HP reaches 0 or less, the character is dead.
If an adventurer dies, the controlling player should begin creating a new character (see page XYZ for steps
on creating a character). Although rare, some magic
or abilities (such as medicine") can delay or even reverse the effects of death.
Any treasure, items, weapons, etc. can be divided
amongst the surviving party members in any way they
choose. The total number of experience points (page
XYZ) of the dead character should be reduced by 10%
(rounded down), then transferred to the player's new
character. The new character will begin at whichever
level that the number of XP they have allows them to
achieve.
At the game master's choice, the player's new character can join the adventuring party immediately, or delay the meeting until it is more logical to the story for
the separate parties to meet.
Jumping
Often times characters may need to jump over perilous pits or out of the way of danger. Player characters can jump up a number of spaces in distance equal
to their jump ability test roll, minus 3 (minimum
spaces). Alternatively a character may jump vertically
up to 1 space in height instead of across.
If the jumping character moves in a straight line for a
minimum of 4 spaces prior to jumping, they may double the distance or height jumped. FOR EXAMPLE, a
character with a jump of 5 could jump 2 spaces in distance. If the character moved quickly in a straight line
across 4 spaces prior to jumping, they could leap a total distance of 4 spaces, instead.
Searching an Area
Characters can search any space they occupy or adjacent spaces for 1 minute per space. For rules pur58
Throwing Objects
Characters are able to throw objects a distance (in
spaces) equal to twice their range ability number. FOR
EXAMPLE, a character with a range 5 could throw an
object 10 spaces. At the GM's discretion, the optional
encumbrance rules (on page XYZ) apply to the weight
of the object, affecting the final distance thrown.
Open Adventure
cliff edge, bar or precipice and not using their feet to
support themselves is considered to be hanging freely.
A hanging character can hold on to a support for a
number of minutes equal to their strength before being forced to let go and fall. Note that encumbrance
penalties effect the number of minutes an adventurer
can hold on before letting go. FOR EXAMPLE, a
character who suffers 2 encumbrance penalties will
also suffer -2 minutes of hanging time. A character
who has 0 or less minutes of hanging time immediately falls.
If a character is hanging by only holding on to a support with one hand, they hang freely for only the
normal time.
Digging
Holding Breath
A character who is forced to hold his or her breath
can do so for a number of minutes equal to their
stamina points. During this period, the character can
perform light activities such as walking, opening a
lock, or closing a door. If the character performs any
strenuous activities (such as swimming or combat) the
time they can hold their breath is reduced to their
normal duration.
If the character is still holding their breath after the duration of time has elapsed, they must make a fortitude
save each turn. If they are successful, they remain
conscious and can continue their turn as normal, but
suffer 1 exhaustion counter each turn until they begin
breathing again. If they failed, they fall unconscious
and receive a dying condition (see page XYZ).
A normal humanoid character who is at rest will
breath volume 1 air in 1 day (24 hours). If the character is engaging in light activities, they will breath 1 volume of air in the time (12 hours). If the character is
engaged in strenuous activities, the same amount of
air will be consumed in 6 hours. See page XYZ for
rules concerning fires and the oxygen they depelete.
Hanging Freely
An adventurer who is suspended or hanging midair
(such as over a pit or chasm) by grabbing hold of a
59
Special Symbols
Some conditions, abilities or effects use symbols to
represent different aspects of the OPEN ADVENTURE game:
The , , , , , and
symbols represent varying types of mana or
psi points (see page XYZ).
Open Adventure
Intoxication
Bleed
EVERY MINUTE: Make a Fortitude Save for every
Bleed Counter: If successful, remove 1 Bleed Counter.
If failed, suffer -1.
Invisibility
You cannot be seen by eyes alone. You gain +4 Defense.
Blind
Lycanthropy
Burn
EVERY TURN: You or an adjacent character may
perform a full-turn action to remove 1 Burn Counter.
You and all adjacent characters suffer -2.
Cold
EVERY ROUND: Fortitude Save: If failed, -1 and -1
to all Saves until end of round.
Confuse
EVERY TURN: Will Save: If successful, remove 1
Confuse counter. If failed, -3 to all Ability Tests.
Defenseless
Your defense is 0. You are instantly killed if attacked
by anyone within range and has line of sight to you.
Deplete
You permanently lose 1d6 x 1,000 experience points.
Dying
Poisoned
EVERY TURN: Fortitude Save: If successful, remove
1 Poison Counter. If failed, you die.
Sleep
EVERY ROUND: If you are asleep, you cannot perform any actions this round. You suffer -8 Defense.
Starvation
Suffer -1 and -1 to all rolls for every Starve Counter.
Eat 1 meal: Remove 1 Starve Counter.
Stunned
EVERY TURN: If you are stunned, you can only perform one action this turn. Spend a standard action to
remove 1 Stun Counter.
Surprised
EVERY TURN: If you are surprised, you cannot perform any actions this turn. Remove 1 Surprise
Counter.
Exhaustion
Suffocation
Fear
Unconscious
Fly
EVERY TURN: You may fly over characters, barrierterrain and elevation 3 spaces or lower than your current space as if they weren't there. You must end your
Age
You permanently age 1d6 x 10 years.
Entangle
EVERY ROUND: If you are entangled, you cannot
perform any movement-based actions this turn. Reflex
Save: If successful, remove 1 Entangle Counter.
Knock Back
ATTACK: After dealing at least 1 point of damage to
a character, you may move them a number of spaces
equal to the number of levels in knock back in a direction of your choice. You must have line of sight to the
space the character lands on.
Reach
Your melee attacks target a space at a range equal to
the reach number of the weapon. Reach can attack
through spaces blocked by allied characters. At the attacker's discretion, attacks with reach may target all
spaces between the attacker and it's target. You do
not need to count range to perform these attacks.
Sweep
Your melee attacks target all adjacent spaces.
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Encounter Checklist:
1. Roll to determine if an encounter occurs (random encounters only).
2. Choose or randomly select the type of NPC encountered (based off terrain).
Terrain
Day Chance
Night Chance
Indoor / Building
2-4
2-3
City / Civilization
2-4
2-3
Underground
2-4
2-4
LOCAL MAP
OVERLAND MAP
Trail / Highway
2-4
2-3
Ocean / Sea
2-6
2-6
River / Lake
2-6
2-4
Swamp / Marsh
2-7
2-8
2-7
2-7
Forest
2-6
2-4
Plains / Grassland
2-4
2-3
Creating an Encounter
Desert / Wasteland
2-6
2-4
Canyon / Cliffs
2-4
2-3
Hill
2-6
2-4
Mountain
2-7
2-6
Snow
2-6
2-4
Glacier / Ice
2-4
2-3
Outer-Space
2-4
2-3
Nebula / Supernova
2-6
2-7
Asteroid Belt
2-7
2-5
Wormhole
2-4
2-4
Planned Encounters
At the GM's discretion, they may wish for the adventuring party to have a special encounter with NPCs,
known as a Planned Encounter. A planned encounter takes place whenever adventurers runs into or
meet one or more NPCs that were in a particular location (such as a room, starship or wilderness setting)
by the GM design, before the party arrived. A planned
encounter will often serve as a challenge for the player
characters or a plot device for the GM to progress the
story of the adventure or campaign.
Planned encounters will often offer a clue, helpful advice, valuable treasure or other challenge or reward.
Game masters should refer to page XYZ for details on
creating and balancing encounters between player
characters and NPCs.
Random Encounters
Random encounters are encounters that takes place
when the GM makes a random encounter dice roll
and gets an encounter result.
Every eight hours of in-game time the GM should roll
2d6 and consult the table on page XYZ to determine
if the party encounters any wandering NPCs. Encounter rolls will change depending on the type of terrain the adventurers are in when the roll is made and
whether it is day or night at the time of the encounter
roll.
ASTRONOMICAL MAP
62
Open Adventure
Fantasy Encounters
Plains / Grassland
Forest
River / Lake
Air Elemental
Harpy
Water Elemental
Gargoyle
Black Dragon
Doppelganger
Elf
Venomous Snake
Ghoul
Centaur
Kobold
Spider, Giant
Salamander, Giant
Hag
Dwarf
Pegasus
Troll
Lizardfolk
Lizardfolk
Gnome
Vulpine
Fairy
Bandit
Medusa
Goblin
Minotaur
Wolf
Merman
Werewolf
Orc
Underground
Ocean / Sea
Earth Elemental
Bandit
Animated Statue
Crab, Giant
Dire Rat
Felidae
City Guard
Centipede, Giant
Merman
Ogre
Fire Elemental
Ghost
Hell Hound
Mummy
Zombie
Living Ooze
Hag
Goblin
Venomous Snake
Werewolf
Minotaur
Water Elemental
Orc
Troll
Gnome
Skeleton
Bandit
Fairy
63
NPC Placement
During a planned encounter, the NPCs can be placed
wherever would best suit the situation and activities of
the NPCs. FOR EXAMPLE, a band of orcs sleeping
could be encountered while resting on the ground inside their bed rolls. Because the situation of a planned
encountered can be anything the game master wishes,
they should use their discretion on where the NPCs
best belong when first encountered.
When a random encounter occurs, the GM should
place the individual NPCs nearby the adventurers. The
GM may place each NPC in an empty space that has
full or partial cover from the adventurers (see page
XYZ for details on line of sight). If there are not
enough empty spaces outside of LOS, the GM may
place the encountered NPCs anywhere they wish.
Open Adventure
Science-Fiction Encounters
Outer-Space
Wormhole
Asteroid Belt
Nebula
Frozen Planet
Military Starship
Non-corporeal Being
Flying Parasite
Pirate Starship
Abominable Yeti
Pirate Starship
Nucleogenic Cloud
Animal, Herd
Bounty Hunter
Starship
Genetic Clone
Starship
Pirate Starship
Bounty Hunter
Starship
Wolverine, Giant
Merchant Starship
Space Amoeba
Mining Starship
Space Worm
Bear, Cave
Mining Starship
Extragalactic Jelly
Dushraki Starship
Reptoid Starship
Doppleganger
Private Starship
Species 4782
Ornithion Starship
Klangon Starship
Caveman
Supernova
Water Planet
Jungle Planet
Desert
Planet
Bat, Giant
Bandit
Pirate Starship
Basilosaurus
V'ruari
Scorpion, Giant
City Guard
Reaver Starship
Squid, Giant
Floating Brain
Insect Swarm
Vultan
Cosmic Cloud
Hydra, Sea
Xergling
Spider, Giant
Changling
Crystalline Entity
Calamorian
Living Ooze
Lizard, Giant
Android
Mining Starship
Crystalline Entity
Megalisk
Mutant
Dire Rat
Space Worm
Crab, Giant
Spider, Giant
Morale
Morale is the measure of an NPC's courage. If the
NPC is a retainer (see page XYZ) hired by a player
character, it is also a measure of loyalty to the PC that
hired them and the natural leadership presence of the
employing character. An NPC will have their morale
tested when in the face of danger or during combat.
Player characters never make morale tests because
their actions are always decided by the controlling
player. NPCs (including enemies, retainers or handled
animals) will make a morale test when one or more of
the following conditions occur:
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Open Adventure
NPC Reactions
Test
Reaction
Result
1 or
less
2-4
5-7
8-9
10+
Loyalty Points
Loyalty Points are a representation of how loyal an
NPC is to the adventurer who hired or handles them.
When an NPC is loyal to their employer or handler,
they will have positive LP. When an NPC is disloyal to
their employer or handler, they will have negative LP.
An NPC can never have both positive and negative
LP at the same time.
If an NPC has collected loyalty points of one type but
then receives an LP of the opposing type the two
points cancel out resulting in the loss of both. The
number of loyalty points an NPC has towards their
employer is used as a modifier to the NPC's morale
test. FOR EXAMPLE, a morale test would be increased by +2 if the NPC had 2 positive loyalty points
to their employing player character.
Loyalty points can be gained and lost throughout an
adventure based off the actions and words of a character. A GM must decide what exactly the hiring PC
must do or say to earn the NPC positive or negative
LP. FOR EXAMPLE, if an NPC favored brave adventurers, they may gain 1 positive loyalty point each
time their employing character showed acts of bravery. Consequently, the NPC would gain 1 negative
loyalty point for each act of cowardice their employing character exhibited.
Note the optional alignment rule can also effect loyalty points (see page XYZ).
Morale Points
Similar in function to loyalty points, Morale Points
(MRL) act as either a position or negative modifier to
a morale test. The difference between LP and MRL is
that positive or negative morale points are gained
through the overall conditions an NPC must endure.
Many different factors can affect morale points. Anything from adding delicious spices to foods eaten (to
boost morale) to being overly-cold (which would lower
morale) can have an affect on the willingness of an
NPC to defect or stay with the adventuring party.
Reactions
An encounter does not necessarily mean combat will
take place. Two parties that encounter one another
may choose to work together, share information,
trade in goods, run away from one another, etc.
65
Combat
Once adventurers are ready to descend into a dungeon, travel through the wilderness or visit an alien
world, they must also be ready to face whatever fierce
or foul foe they run across. Often times, encounters
with such creatures will lead to a violent battle, known
as Combat.
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Combat Actions
Before combat begins, all parties should make a perception test to determine initiative, surprise and turn
order. See page XYZ for details on how initiative and
surprise are determined.
Declare Actions
Resolve Actions
Actions of the characters play out in any order chosen
by the controlling players or (in the case of NPC parties) the game master.
On the player's turn, their characters must attempt to
perform the actions declared during the declare ac-
Full-turn Action
Standard Action
Free Action
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Melee Attacks
Action
FREE ACTIONS
Drop item / weapon
Lay prone
Speak
STANDARD ACTIONS
Move
5. Attack target
Ranged Attacks
SPECIAL ACTIONS
Use magic
Unarmed attacks
Don / doff armor
Perform ability test
If the action can complete in 4-6 seconds, it should be
considered a full-turn action. Actions longer than 6
seconds are considered special (see above) and will be
divided into multiple full-turn actions, minutes, rounds
or longer.
A character may never perform a standard action
then begin a full-turn action on the same turn. A fullturn action, as the name implies, requires an entire
turn dedicated entirely to that sole action.
When performing actions during combat, a character
may choose to perform their actions in any order they
choose including temporarily suspending one action
to begin and finish another. FOR EXAMPLE, a character may choose to move and attack (both standard
actions) on the same turn. At an adventurer's discretion, they may choose to move a few spaces, attack,
then finish their movement action.
67
Unarmed Attacks
Unarmed combat is performed in the same manner as
melee combat, except for two differences: first, the attacker must be attacking without using any weapons.
Second, the attacking character may choose to attack
their target with a Kick or a Strike. For clinching and
wrestling, see page XYZ.
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Kicks and strikes have the following rules that apply to
them:
KICKS are powerful strikes to a defender using the attacker's feet and legs. Kicks give a
+2 Attack, but require a full-turn action to
perform and the attacker suffers -1 Defense
until the start of their next turn.
Wrestling
Adventurers and NPCs can choose to Wrestle or
grapple with another character by performing an unarmed attack (this attack is not affected by kick or
strike penalties, bonuses or effects, see page XYS for
rules about unarmed attacks). When wrestling, a character can try to grab and hold (known as clinching),
take-down or pin another character.
While wrestling, all characters involved will have one
of four possible wrestling statuses: free standing,
clinching, take-down or pinned.
Wrestling Statuses
Status
Free Standing
Clinching
Take-down
Pinned
Before wrestling, all characters involved are considered to be free standing. Any attacker attempting to
wrestle with someone makes an unarmed attack
against the defender. If their attack would deal at least
1 point of damage, they change the defender's
wrestling status from free standing to clinching, instead.
On the defender's turn, they cannot perform any actions if their wrestling status is anything other than
free standing except attempt unarmed attack in response (the defender may also continue to defend
themselves against other attacks). A success means
they can either choose to lower their opponent's
wrestling status by one position (from free standing to
clinching, for example) or raise their own status by
one.
Movement
A character may choose to move a number of spaces
on a local map equal to the number of movement
points their character has for tactical time as one standard action. A character may choose to spend a total
of two standard actions moving to move up to twice
their movement points (see details on combat actions
on page XYZ).
Additionally, for every 1 stamina point spent on this
effect, a character may move 1 additional space (even
if they have spent all their movement points). This
ability is considered a free action. FOR EXAMPLE, a
character with 6 movement points may choose to
move 6 spaces as a standard action. The character attacks an enemy with their second standard action,
then chooses to spend 3 SP to move 3 additional spaces. However, characters cannot spend stamina points
they do not have. See page XYZ for more on stamina
points.
Characters can move through spaces occupied by an
allied character (someone on the same side as them),
but never through spaces occupied by an enemy or
other obstacles. Characters may move diagonally for
the same cost of movement points as moving forward,
backward, left or right. A character may never move
diagonally between two spaces that are occupied with
a barrier, obstacle or enemy.
Terrains and surfaces cost varying amounts of movement points to enter. See page XYZ for details on
movement.
Delayed Actions
Characters may choose to delay one action until another character's turn. The character must first spend
a standard action delaying their next action until another character's turn.
The player is not required to declare or reveal any details about the action they are delaying during the declare actions step of combat other than they are delaying their next action.
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A dodge action can be used by a character until one
or more of the following events occur:
A delayed action may be performed at any time by interrupting another PC or NPC's turn. Performing a
delayed action is considered part of the delayed character's turn and not the current character's turn. Once
the delayed action is over, the interrupted character's
turn resumes.
Aimed Attacks
When an adventurer wishes to steady their aim in
hopes of making a better attack, they may spend a
standard action aiming.
To aim, a character must spend a standard action aiming before they attempt an attack. The next attack
they make may then be an Aimed Attack. An aimed
attack allows the character to re-roll any number of
dice after rolling for the attack. The character must
keep the second result. FOR EXAMPLE, a character
spends a standard action aiming with their weapon.
Their next action is spent attacking a foe. The adventurer declares they're making an aimed attack and
rolls a 1 on the white die and a 5 on the black die (for
a modifier of +1). The character chooses to re-roll the
white die for a new roll of 5. Since doubles result in a
0, and both dice rolled 5's, the total modifier is now
0.
An aimed attack can be used by a character until one
or more of the following events occur:
Dodge
When a character chooses to perform a Dodge action, they may force any attackers that target them to
re-roll any number of their attack dice. The second
roll must be used in place of the original roll.
69
Prone Position
A character may lay flat on their stomach or back (in a
prone position) as a free action. When prone, a character receives +2 defense vs ranged attacks, but suffers -2 defense vs melee attacks. Standing up from a
prone position is a standard action.
Sneak Attacks
Characters who are sneaking from another character
may attempt to make a Sneak Attack against the
noticing PC or NPC.
To perform a sneak attack, a character must first:
Open Adventure
to attack with either weapon on their first attack of
their turn. If they choose to make a second attack during their turn, they can attack with the other weapon
or continue using their first choice.
Defenseless Characters
Defenseless characters, not to be mistaken with characters with a defense of 0 or less, are PCs or NPCs in
a position that prohibits them from defending themselves. When a character is unconscious (see page
XYZ), bound up or pinned from wrestling, they are
considered defenseless.
See page XYZ for details on the defenseless condition.
Torso
3. No Cover
Head
Temporary Damage
A weapon may be used to bear down or subdue,
rather than kill, a foe. If a character chooses to inflict
temporary damage, they must first declare to the GM
that they are doing so.
Once declared, any HP normally lost from attack
damage results in a loss of stamina points instead.
Power Points
Power Points (PP) are special bonuses characters can
use doing battle. Power points can be used on
weapon, armor and item abilities as well as certain talents. FOR EXAMPLE, a character with 2 power
points wielding a combat rifle may use the weapon's
ability that reads : +1 Range (this means 2 PP
may be spent for a +1 to the attack range until end of
turn).
For every +1 rolled on a standard roll during an attack, that attack gains 1 power point. Any unused
power points disappear at the end of a turn meaning
they cannot be saved or stored for later use. Similarly,
any effects gained from the use of power points only
last until the end of turn (unless otherwise stated).
Note -1 modifiers from attack rolls do no give an attacker power points, only positive modifiers. FOR EXAMPLE, a character makes an attack and rolls a +2.
They receive 2 power points for that attack. On their
next attack they roll -3. They receive no power points.
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Evasion Modifiers
Condition
Modifier
+1
-2
+1
-2
-5
-5
+1
+3
-3
+2
+5
Evasion Test
To make an evasion test, the game master should roll
2d6 and consult the table on page XYZ. A result of
10-12 means the fleeing party successfully evaded
capture.
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Evasion Test
Roll
2d6
Evasion Result
2-3
Evasion Halted
4-5
Pursuit Continues
6-7
Pursuit Continues
8-9
Pursuit Continues
Successfully Evaded
Starship Combat
Battle in space unfolds very similarly as normal combat with a few exceptions. When a starship is in a battle, combat takes place on two different maps simultaneously: a stellar map where the starship cruises
around outer space and a local map where the characters can move around the starship.
Before a starship weapon can be used, it must be fully
charged. Each weapon has an individual charge time
that must elapse before the weapon is charged. Once
a weapon is charged, it can be used. Immediately after
it's use the weapon will need to charge again before
being used.
To use a starship weapon, the character using the
weapon's control system must announce what they're
targeting.
If they're targeting a structure with rooms, they must
specify which room they wish their weapons to fire
upon. FOR EXAMPLE, an adventurer may choose to
target the room of a starship that has the life support
system. If that weapon had the possibility to cause
fires, it would be possible the LSS could catch fire.
If 1 or more points of damage is dealt to a room with
a system in it, the attacker should roll 2d6 for each
occupying system: on a 2-5 that system is broken. A
broken system can be repaired with a successful repair
ability test.
In starship combat, all characters take their turn before the vehicles move and perform any actions (such
as firing their weapons).
72
Pages
Part 1: Introduction
XYZ
XYZ
Secondary Traits
XYZ
XYZ
Choose a Race
XYZ
XYZ
Background
XYZ
If the GM plays with new players who are inexperienced with OPEN ADVENTURE, or who have never
played role-playing or adventure games before, the
game master should allow the new players to read
PART 1: INTRODUCTION on page XYZ. This
chapter covers the basic concepts and setup of the
game.
XYZ
Money
XYZ
XYZ
Retainers
XYZ
XYZ
Organizing a Party
XYZ
XYZ
Time Measurement
XYZ
XYZ
XYZ
XYZ
XYZ
Death
XYZ
XYZ
Conditions
XYZ
Part 4: Magic
XYZ
Open Adventurer
Offensive Objectives
Defensive Objectives
75
B. Decide on a Setting
A Setting is a description of the galaxy, star system or
world the PCs will be adventuring in. A setting may
also entail smaller, more local areas such as a town,
outpost, dungeon or star base. A setting should be
carefully chosen because it can greatly affect the
theme and tone of the game that the player's play.
In total there are six different types of maps (see page
XYZ) that a game master can create:
1. Galactic Map
2. Astronomical Map
3. Stellar Map
4. World/Planet Map
5. Overland Map
6. Local Map
A fantasy medieval themed-game, or any genre that is
limited to the confines of a single world, may use the
world/planet, overland and local maps. Science-fiction
style games may use any or all of the six maps listed
above.
Galactic and world/planet maps are much too large to
be used by players for travel purposes. Instead, these
two maps types are created strictly for informational
purposes in showing major landmarks, continental or
stellar outlines and dominion borders.
Game Materials
Although OPEN ADVENTURE can be played with
nothing more than your friends or family, this rulebook and an active imagination, it is often helpful to
be prepared with a few simple materials easily attainable and your local store or hobby shop. Such materials help bring the game alive by offering a visual cue
and allows players to better keep track of the different
elements of the game.
Figurines
To enhance the experience of the game, players can
use small Figurines (often known as miniatures) to
represent their characters. Figurines are tiny pewter
or plastic molds representing various characters of
mythology and story. Players can typically purchase
figurines at their local game shop, make their own, or
borrow one from a board game (such as the popular
game of chess).
Players should use figures that resemble their characters and make certain the GM knows which figure
represents their character. The tiny figurines should be
lined up according to the marching order the party
has decided upon. If using a grid mat or diorama (see
below), the players will move their figures around the
76
Open Adventure
play area according to the speed of their character.
If players do not have access to figures, they can simply write on a sheet of paper the marching order of
their characters.
Grid Mats
Hobby and game shops often sell large, roll-able mats
that have grids imprinted on them. These are known
as Grid Mats, and typically have a large square grid
on one side and a hexagon grid on the other. One
space in the grid is typically 2 cm or 1 inch on it's
side.
If players do not have access to grid mats, grid paper
can suffice as an alternative. Even better, a large
poster-sized dry-erase board placed face up on the
game table allows the game master to draw out the dimensions of rooms and obstacles and indicate the position of PCs and NPCs. Players can use a sheet of
glass or Plexiglas for the same purpose.
If none of above-mentioned supplies are readily available, a bolt of yarn and some adhesive tape can create a gird. Tape one end of the yarn to a side of the
game table, then span it across to the other side in a
straight line parallel to the edges of the table then cut
the yarn. Next, tape the other end to the side of the
table. Measure 2 cm distance from the first yarn
length and repeat the process, running the second
yarn strand parallel to the first. Continue these steps
until you have several long lines spanning the length
of the table. Now, continue the process again this
time making the yarn run perpendicular to the first set
of strands. In this manner, the yarn or string can be
used to form a large grid. All of the supplies mentioned thus far can often be purchased at a local arts
& crafts store.
Dioramas
A grid, while visually helpful, is not a requirement.
Game masters can build a miniature Diorama to represent the play area. A diorama is a three-dimensional
miniature model of the scene and scenario the players
are searching. Various cardboard, plastic or metal
props such as dominoes (placed on their side to represent walls) can be used to create the scene before the
game begins.
Because there are no grid lines, one space is a measurement of 2 cm or 1 inch. FOR EXAMPLE, a
character chooses to move 6 spaces in a diorama.
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The player would move their character 18 cm (3 cm x
6 = 18 cm) from their initial position. Rulers or measuring tapes are helpful in keeping track of distances.
If a player does not have a ruler or tape measure, they
can assume the length between their index finger's
first and second knuckle (farthest from your hand)
measure approximately 1 space, for measuring purposes.
Earning XP
After an adventure has concluded, the game master
assigns experience points to any surviving characters.
Players should add the XP earned to a grand total of
all XP an adventurer has collected over every adventure or campaign they've played in. If a character has
collected enough experience points, they may promote to a higher level. See page XYZ for level rules.
Adventurers can gain new XP through two ways:
1. Defeating enemies in combat or similar challenges
2. Recovering treasures found on adventures or
given as a reward for completing quests
Defeating Enemies
Add the XP from all the foes defeated during the session and divide the value by the number of characters who helped defeat them. Award the resulting
number of XP to all characters who participated.
Every foe that the characters defeat will earn them a
number of XP equal to the foe's experience point
value. The more foes defeated, the more XP earned.
The total XP earned this way is divided amongst all
the players who helped defeat the foes. The divided
number is the amount of XP each character who participated in the combat earns individually.
Note that defeating enemies does not always require
the destruction or killing of the enemies. Defeating an
enemy could mean scaring it off (see page XYZ for
morale) or avoiding a violent confrontation with it.
The game master will decide what constitutes a victory
over an enemy.
Recovering Treasures
Add the total value of all treasures recovered during
the game session (excluding magic items) where 1 sc
= 1 XP. Divide the value by the number of players
who participated.
Finding and retrieving treasures is not only helpful in
providing wealth to the adventuring party, it also provides experience points. The total value of all treasures found during a game session (excluding magic
items) is added up and divided by the number of players involved. This new number is the amount of XP
each character earns individually.
However, not all treasure provides experience points.
The types of treasure that give XP to characters are:
1. Treasure taken from defeated enemies
2. Rewards bestowed upon the adventurers as
compensation or gratitude for completing a
quest
3. Wealth found in areas related to a quest
4. Riches pilfered from successfully using the
sleight of hand ability (see page XYZ)
Characters only get XP from wealth obtained during
dangerous or challenging experiences.
Rate of XP Gain
As a general rule, the game master should organize
game sessions to allow for enough experience points
to be gained so that player characters and hired retainers should achieve a new level every five game sessions.
77
Max XP
01
100 XP
12
400 XP
23
900 XP
34
1,600 XP
45
2,500 XP
This calculation should be done for each character (including NPC retainers) then added together for one
large experience point total. The experience point total is the number of XP offered to the party for each
game session. FOR EXAMPLE, a party consisting of a
level 2 mercenary (900 XP per session), a level 1 constable (400 XP per session) and a level 3 assassin
(1,600 XP per session) would be able to collect at
most 2,900 XP per game session.
Even though a maximum amount of XP is allowed every adventure, whether or not the player characters
are clever or brave enough to find and earn the points
offered is left to the individual PCs.
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job has been finished, although they may choose to
offer 50% of the total reward to the party upfront;
paying the other half after the objectives are finished.
Characters will earn XP for each coin or credit
awarded in this manner following the standard rules
concerning characters attaining new levels on page
XYZ. FOR EXAMPLE, after slaying a dragon to save
a local village; the mayor of the town awards the party
of four adventurers 16,000 sc as an expression of her
gratitude. The GM would therefore award the band of
heroes 16,000 XP, divided evenly amongst the group
of four PCs, giving each character 4,000 XP (16,000
XP / 4 Characters = 4,000 XP).
TREASURES: As explained on page XYZ, treasures
found while partaking on an adventure can earn characters experience points. Up to 25% of the maximum
XP offered per game session should be given as a reward for every coin or credit the party discovers, or
the number of coin or credit any uncovered treasure is
in value. The amount of XP given to the party
through found treasure is divided by the number of
characters (including NPCs) in the party. FOR EXAMPLE, the four adventurers that slayed the dragon also
found 8,000 sc worth of treasure and jewelry. The
game master would award the party 8,000 XP divided
evenly four ways (once for each character) for a total
of 2,000 XP per hero (8,000 XP / 4 Characters =
2,000 XP).
COMBAT: The perils of facing and defeating enemies
in combat can often prove deadly to characters. But
the victories of combat are not without their rewards.
A GM should offer up to 25% of the maximum XP
per session through victories in combat. For each enemy defeated in combat, a certain amount of XP is rewarded to the party, divided by the number of adventurers who participated in the victory. See page XYZ
for more details. FOR EXAMPLE, a party of four adventurers destroyed a number of monsters and other
creatures to earn the party 8,000 XP, giving each
character 2,000 XP (8,000 XP / 4 Players = 2,000
XP).
Quests*
Treasures**
Combat**
01
250 XP
25 XP
25 XP
12
1,000 XP
100 XP
100 XP
23
2,250 XP
225 XP
225 XP
34
4,000 XP
400 XP
400 XP
45
6,250 XP
625 XP
625 XP
Open Adventurer
Roll At Least
Roll Exact
Roll At Most
Modifier
100%
3%
3%
-5
97%
6%
8%
-4
92%
8%
17%
-3
83%
11%
28%
-2
72%
14%
42%
-1
58%
17%
58%
42%
14%
72%
+1
28%
11%
83%
+2
17%
8%
92%
+3
8%
6%
97%
+4
10
3%
3%
100%
+5
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an effort to make it feel as real as possible. The GM
can convey a sense of realism by describing what the
PCs see, hear, feel, smell and even feel. When NPCs
talk with the player characters, the GM should speak
as they would, giving life to the non-player characters.
The game master should also describe a sense of time
(such as the time of day) to the players so they are
aware of any urgency, how long they've been adventuring, and how much time as progressed since they
began.
Modifier
Description
+1 / -1
Minor influence
+2 / -2
Moderate influence
+3 / -3
High influence
+4 / -4
Severe influence
+5 / -5
Immense influence
Mapping
For the player tasked with mapping a previously explored area, mapping can be a difficult task. The GM
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NPC Descriptions
When describing NPCs and enemies when first encountered by an adventuring party, the GM should
take care to describe what the NPC looks, smells,
sounds and at times feels like instead of merely providing the name or type of NPC the players have encountered. The players will eventually come to recognize the name of the NPC by it's descriptions alone.
Max. XP
Per Session
Min. Total XP
Required
VI
3,600 XP
18,000 XP
VII
4,900 XP
24,500 XP
VIII
6,400 XP
32,000 XP
IX
8,100 XP
40,500 XP
10
10,000 XP
50,000 XP
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Character Points
25
30
II
35
III
40
IV
45
50
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Open Adventurer
Health Points
Exp. Points
Bonus XP
Specials
2 HP +/- Roll
5 XP
1 XP
25
5-6
5 HP +/- Roll
10 XP
2 XP
30
6-7
10 HP +/- Roll 20 XP
4 XP
35
7-8
15 HP +/- Roll 30 XP
6 XP
40
8-9
20 HP +/- Roll 40 XP
8 XP
45
9-10
25 HP +/- Roll 50 XP
10 XP
50
10+
Trait Number
NPC Level
No Experience
5 or less
0 or less
Novice
0 or I
Basic
I or II
Skilled
II or III
Expert
III or IV
Master
10
IV or V
Grandmaster
11 or higher
V or higher
2. DETERMINE THE NPC'S DEXTERITY NUMBER: Similarly to the non-player character's attack
number, the NPC's dexterity should be determined using the table listed above. In general, it is recommended an NPC's dexterity be equal to their level +
5.
3. ALLOCATE REMAINING CHARACTER POINTS:
The GM should have several character points remaining to allocate amongst the NPC's four remaining pri-
83
mary traits. To determine the number of points remaining, add together the NPC's strength (if primarily
a melee fighter), perception (if primarily a ranged
fighter) or magic (if primarily a magic caster) and dexterity trait numbers; then subtract the total from the
NPC's maximum character points (determined on step
1 on page XYZ).
The number is the amount of CP left to allocate
amongst the remaining primary traits. FOR EXAMPLE, a level 4 NPC would have 45 character points.
The game master places 10 CP into the NPC's magic
and 9 points into dexterity for a total of 18 (10 magic
+ 9 dexterity = 18). The GM would have 27 CP remaining. See CHAPTER 2: PLAYER CHARACTER
CREATION on page XYZ for details on creating a
character.
Damage/Toughness
No Equipment
Poor
+1
Moderate
+2
Good
+3
Great
+4
Exceptional
+5
Unique
+6
1. DECIDE THE NPC'S WEAPON DAMAGE: To determine an NPC's attack trait, the game master should
first determine the character's weapon damage then
add that number with their strength (if the weapon is
melee) or perception (if the weapon is ranged, including thrown). If the NPC is unarmed, the GM should
choose 0 as the damage number.
Consult the table above for a list of damage numbers
based off the quality of the weapon chosen.
Open Adventure
It is recommended that most weapon's be of moderate quality (inflicting 2 damage), with an increase of
+1 damage for every two levels higher than 0 that is
the NPC's level. FOR EXAMPLE, level 0 and 1 NPCs
would have moderate weapons but a level 2 NPC
would have good weapons and armor,
2. DECIDE THE NPC'S ARMOR TOUGHNESS:
Similarly to determining the NPC's weapon damage
(see the previous step above), the game master should
find the NPC's defense number by first finding the armor quality the NPC has, then adding that value with
their dexterity number. It is recommended that most
armor has a moderate toughness, with each two
successive levels of the NPCs wearing one quality
higher of armor. FOR EXAMPLE, a level 0 or 1 NPC
would be found with moderate armor, while a level
2 or 3 NPC would have good armor. A level 4 or 5
NPC is recommended to have great armor.
3. DETERMINE NPC'S HEALTH POINTS: To determine the recommended number of HP an enemy
should have, multiply their level by 5. FOR EXAMPLE, a level 5 enemy would have 25 HP. A Level 0
enemy would have 2 HP (rounded down). For additional variant, make a standard roll and apply any negative or positive modifiers to the HP number (minimum 1 HP). FOR EXAMPLE, the game master
makes a standard roll for a level 3 NPC and gets a +3,
adding it to the NPC's base 15 HP for a total of 18
HP (3 + 15 = 18 HP). Characters that have a base
HP of 20 or higher should be adding or subtracting
10% (rounded down) of the base XP for every positive
or negative modifier rolled.
4. DETERMINE EXPERIENCE POINTS REWARD:
The recommended number of XP an enemy should
give to a party when defeated is dependent on their
level. Multiply the level of the enemy by 10. FOR EXAMPLE, a level 3 enemy would provide 30 XP when
defeated.
5. DETERMINE SPECIAL ABILITIES & EQUIPMENT: Every enemy should have a number of special
abilities, magical items or special equipment equal to
their level. FOR EXAMPLE, a 2 nd level enemy would
have 2 special abilities, or 1 special ability and 1 special item. Generally, a special ability is a power that
can be used during combat, but which is not characteristic of basic survival skills. For example, a flying
creature does not get an asterisk for good maneuverability, but it may have a swoop ability.
For every additional special ability or item the enemy
has, bonus XP equal to the enemies level multiplied by
2 should be provided to a party for defeating the adversary. FOR EXAMPLE, a level 3 enemy would normally have 3 special abilities. If the NPC had a fourth
special ability, the adventurers would receive 6 bonus
experience points (level 3 x 2 = 6 XP).
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Open Adventure
Character Record Sheet
Open Adventure
OPEN ADVENTURE fantasy & science-fiction game is not your ordinary game! Every adventure is like writing a collaborative novel with you and your friends or family. Players take
on the roles of elves, androids, dwarves, changlings, minotaurs or humans (amongst many
others) and travel through a fantastic world or mysterious galaxy filled with dangers and ex citement. Adventurers will wander through terrifying dungeons or frightening starbases
conquering enemies, solving puzzles and evading traps.
OPEN ADVENTURE has never been easier to play than now! This rulebook contains all
the rules necessary to begin playing and running your own adventure today. The rules have
been written and organized so that people who have never played before can begin playing
with minimal preparation and supplies. OPEN ADVENTURE can be played by any young
adult age 10 and up. The entire family will enjoy exploring every facet of the game as they
set out to complete their own OPEN ADVENTURE. With hundreds of features, including:
52 magical spells and mysterious psionics allows characters to harness supernatural powers to overcome the perils
of the game
...no two adventures will ever be alike! If your character is smart enough and strong
enough, they'll discover treasure and wealth beyond imagination! However, the journey will
not be an easy one and is not for the faint of heart. Death will come easy to those who do
not think. Beware; for your character has less than a 20% chance of survival...
Thus warned, shall ye enter? If sograb some dice, your friends or family and discover
where your open adventure of the imagination will take you tonight!
Copyright 2013-2015 Open Adventure and O.A. are trademarks of Kyle Mecklem.
OPEN ADVENTURE is released under a Creative Commons Attribution-ShareAlike CC BY-SA license.
DOWNLOAD, DISCUSS AND DEVELOP THE OPEN ADVENTURE GAME RULES AT: www.geekguild.com/openadventure
Printed in the U.S.A.