My heartbreaker: NSX
Foreword
I have had this game setting in my Obsidian vault forever. I don't want this blog to go dormant and I do think this ruleset is pretty cool, so Happy New Year, enjoy this game. If you play it, I'd really like to hear about it in my email.
These rules are closer to collage than they are anything cut from whole cloth; I am sure you can see which parts are inspired by which games. To that extent, special thanks to Matt Finch, Christian Mehrstam, Chris McDowall, and Yochai Gal for their wonderful creative works.
On to the show. All the text here is CC0, but it would be sick if you credited me if you lifted it directly.
What is NSX?
NSX (New-School Expert) is a game designed to be an easy-to-parse, rules-light roleplaying game in the old-school spirit. It uses common dice and clear archetypes to quickly create characters fit for medieval, fantastical adventures.
Why did you make this?
Because I like old-school elfgames, I like the Whitehack, and I like everything that Chris McDowall has ever done. I want to make those games kiss. This is my best take on the matter.
Core resolution mechanic
When characters attempt something difficult, they roll a d20 with the goal of rolling at or below their relevant statistic. In certain cases, the roll may be easier than expected. In this case, the player has advantage and rolls the d20 twice and takes the lower number. In other cases, the player has disadvantage, and rolls the d20 twice and takes the higher number.
Saving throws
Every character has a saving throw (ST) score. They roll at or below this number on a d20 to avoid harmful effects like spells or traps.
Saving throws vs rolls
It may be confusing as to which type of roll you should call for. Simply put: a roll is proactive while a save is reactive. A might roll might be necessary to kick down a door; a save might be necessary to avoid having that door kicked down onto you by someone else.
Target number
Sometimes, the phrase target number (TN) is used. This is a catch-all for the number you need to roll at or below a d20 on.
Unsure of what to roll?
In a situation of uncertainty where it is not clear what you should roll, simply roll a d6. Low results favor the players, high results disfavor them.
Creating characters
Core statistics
Your 3 core statistics are Might, Agility, and, Wisdom. Roll 3d6 for each.
Classes
The classes are Fighter, Magician, and Thief. You can be competent at any of these classes with any array of statistics.
Fighter
Fighters can wear all armor and often gain bonuses to using weapons. They have the most health and gain special bonuses in combat.
Fighters advance like so:
| Level | Experience points | HD | AV | ST |
|---|---|---|---|---|
| 1 | 0 | 1+1 | 11 | 6 |
| 2 | 2,000 | 2 | 12 | 7 |
| 3 | 4,000 | 3 | 13 | 8 |
| 4 | 8,000 | 4 | 13 | 9 |
| 5 | 16,000 | 5 | 14 | 10 |
| 6 | 32,000 | 6 | 15 | 11 |
| 7 | 64,000 | 7 | 15 | 12 |
| 8 | 128,000 | 8 | 16 | 13 |
| 9 | 256,000 | 9 | 16 | 14 |
| 10 | 512,000 | 10 | 17 | 15 |
At 1st, 4th, and 7th levels, fighters may roll or choose a fighter talent from the list below:
- Weapon master: Choose one specific type of weapon; gain +1 AV and +1 damage with that weapon
- Grudge: Choose a specific type of foe; gain +1 AV and +1 damage versus that foe. You may change the foe this is active against if a type of foe greatly wrongs you (e.g. reduces you to 0 HP, steals your magic weapon, slays a party member, etc).
- Marshal: Your hirelings may use your ST score instead of their own.
- Bulwark: When an enemy attacks a nearby ally, you may force them to attack you instead.
- Wound-binder: You may restore 2 HP per level per day to yourself or another willing character after a fight.
- Two-weapon fighter: When wielding two weapons, you may choose to have either +1 AV or +1 DV.
Roll to determine the fighter’s beginning weapons and armor: Armor:
- Gambeson
- Gambeson + shield
- Chainmail
- Chainmail + shield
- Plate armor
- Plate armor + shield Weapons (roll twice):
- Sword
- Sling
- Mace
- Axe
- Crossbow (H)
- Zweihander (H)
Magician
Magicians may use any weapon but may not wear armor– it interferes with their concentration. They gain the ability to cast a variety of powerful magic spells.
| Level | Experience points | HD | AV | ST | Max. circle | Sorcery |
|---|---|---|---|---|---|---|
| 1 | 0 | 1 | 10 | 6 | 1 | 11 |
| 2 | 2,500 | 1+1 | 10 | 7 | 1 | 12 |
| 3 | 5,000 | 2 | 10 | 8 | 2 | 13 |
| 4 | 10,000 | 2+1 | 10 | 9 | 2 | 13 |
| 5 | 20,000 | 3 | 11 | 10 | 3 | 14 |
| 6 | 40,000 | 3+1 | 11 | 11 | 3 | 15 |
| 7 | 80,000 | 4 | 12 | 12 | 4 | 15 |
| 8 | 160,000 | 4+1 | 12 | 13 | 4 | 16 |
| 9 | 320,000 | 5 | 13 | 14 | 5 | 16 |
| 10 | 640,000 | 5+1 | 13 | 15 | 5 | 17 |
The sorcery skill, in addition to determining how well a magician can cast spells, can be used to identify magic items the magician can touch, detect magical energies, and read magic writing (i.e. on scrolls, spellbooks).
When making a magician, choose a magical discipline. This determines the spells that a magician may learn.
To cast a spell, make a sorcery roll. The TN of the sorcery roll is equal to the magician's sorcery score minus the circle of the spell. For example, a magician with a sorcery of 13 casting a 1st circle spell would be trying to roll 12 or less.
If they succeed, they produce the effect. If they fail, they do not produce the effect and may not cast the spell again until the following dawn.
Magicians must choose a magical discipline which determines the spells they may cast. The disciplines are:
- Divine
- Arcane
- Natural Magicians of the divine and natural disciplines have fewer spells than their arcane counterparts, but gain the following benefits:
- A divine magician may wear gambeson and chainmail armor.
- A natural magician may make a sorcery roll to transform into an animal of HD no greater than their own once per day.
Whichever discipline a magician chooses, they begin with 3 spells in their spellbook. Magicians must wield their spellbook (in one hand) or a scroll to cast a spell.
Magicians begin with a spellbook, and one of the following weapons:
- Sling
- Staff
- Club
- Sword
- Mace
- Axe
Thief
Thieves may use gambeson armor and wield shields. They tend to be the light feet and fast fingers that get treasure out of delicate spots.
| Level | Experience points | HD | AV | ST | Skullduggery |
|---|---|---|---|---|---|
| 1 | 0 | 1 | 10 | 6 | 2-in-6 |
| 2 | 1,250 | 2 | 11 | 7 | 2-in-6 |
| 3 | 2,500 | 3 | 11 | 8 | 2-in-6 |
| 4 | 5,000 | 3+1 | 12 | 9 | 3-in-6 |
| 5 | 10,000 | 4 | 12 | 10 | 3-in-6 |
| 6 | 20,000 | 5 | 13 | 11 | 3-in-6 |
| 7 | 40,000 | 6 | 13 | 12 | 4-in-6 |
| 8 | 80,000 | 6+1 | 14 | 13 | 4-in-6 |
| 9 | 160,000 | 7 | 14 | 14 | 4-in-6 |
| 10 | 320,000 | 8 | 15 | 15 | 5-in-6 |
The unique thief ability is skullduggery. It is used to represent thieves’ ability to do a variety of underhanded, nimble activities. What it encompasses is left to the referee, but for guidance, it may include things like picking pockets and locks, disarming traps, sneaking silently, reading code, etc.
When adjudicating skullduggery, assume that it is adjusting for gradients in extremes. A failed skullduggery roll to pick someone’s pocket probably means they simply hold on to their goods, not that the thief is detected.
To make a skullduggery roll, simply roll a d6. If you roll at-or-below the thief’s skullduggery score, the thief succeeds. If not, they fail.
Thieves begin with the following weapons:
- Club
- Dagger
- Sword
- Axe
- Sling
- Bow And the following armor
- None
- None
- None
- Gambeson
- Gambeson
- Gambeson + shield
They also begin with thieves’ tools.
Additional starting equipment
Every character may begin with additional equipment. Every character has access to the following:
- 3 torches
- 3d6 coins
They may then roll a d20 twice to get two additional pieces of equipment:
- Crowbar
- Hammer
- Holy water
- Lantern + 6 flasks of oil
- Sack
- Rope (50’)
- Pole (10’, wood, telescoping)
- Mirror
- Grappling hook
- Bucket
- Bag of caltrops
- Chain (10’)
- Firewood (Bundle)
- Bag of marbles
- Pickaxe
- Saw
- Shovel
- Twine (100’)
- Whistle
- Wine (1 liter)
Non-human characters
Most characters are assumed to be human. If not, they may select one of the following. When playing a non-human, your maximum level is 6. To make up for this, every non-human gains two powerful abilities.
Dwarf
Dwarves gain the following two abilities:
- Hardiness. Whenever dwarves permanently gain or recover hit points, roll with advantage. If the dwarf would recover or gain only 1 hit point, gain one more.
- Stonesense. If a dwarf spends 10 minutes in communion with stone, they may see through it as if it is water. When the dwarf does anything else besides move, this effect ends.
Elf
Elves gain the following two abilities:
- Immune to paralysis: Elves may not be paralyzed, though they may be turned to stone.
- Immortal: Elves begin life as adults, and never age beyond their physical prime; they are immune to magical effects like aging and withering. They may still be killed.
Halfling
Halflings gain the following two abilities::
- Sneaky: Halflings may hide anywhere with a 2-in-6 chance of success; this includes places where it would not normally be feasible to hide.
- Stomach of steel: Halflings have a tough stomach and resilient appetite. They have advantage on saves vs. poisons.
Equipment & encumbrance
Equipment is the various tools that your characters use to succeed beyond their innate abilities. Most equipment costs 10 coins; particularly rare or hard-to-manufacture equipment may cost 30. Magical or unique equipment may costs tens to thousands of times that cost.
Most people prefer barter to buying.
Most equipment does not count towards being encumbered. However, heavy items (marked “H”) do. When carrying 3 or more heavy items, you can no longer attack and move in the same round, and may never travel more than 1 hex per watch overland.
Tools
A non-exhaustive list of equipment is below:
- Crowbar
- Hammer
- Holy water
- Lantern
- Flask of oil (6)
- Sack
- Rope (50’)
- Pole (10’, wood, telescoping)
- Mirror
- Grappling hook
- Bucket
- Bag of caltrops
- Chain (10’)
- Firewood (Bundle)
- Bag of marbles
- Pickaxe
- Saw
- Shovel
- Twine (100’)
- Whistle
- Wine (1 liter)
- Focus
- Thieves' tools
- Spellbook
- Tent
- Firewood
- Cloak
Weapons and armor
The other bit of equipment you will most often use are weapons and armor. A non-comprehensive list is given below:
Armor
Armor provides your defense value (DV). A list of such armors is below:
- Gambeson (H) +2 DV
- Chainmail (H) +4 DV
- Plate armor (H) +6 DV
- Shield +1 DV
Shields may be sundered to completely negate the damage from a single attack.
Generally, armor costs its DV x 100 coins.
Weapons
Weapons generally cost 50 coins, and all deal the same amount of damage. A heavy weapon costs 100 coins, must be wielded in both hands, and its wielder always wins initiative. Anything that the referee calls a weapon is a weapon, but nonetheless a non-comprehensive list is below.
- Greataxe (H)
- Club
- Crossbow (H)
- Dagger
- Axe
- Javelin
- Lance
- Bow
- Mace
- Spear
- Polearm (H)
- Sword
- Staff
- Zweihander (H)
- Warhammer
Keep in mind that inventing new weapons is as simple as saying an object counts as a weapon and deciding whether or not it is heavy.
Combat
As adventuring sorts, situations will often come down to who is the most physically brutal. When it's time to fight, follow this procedure:
Combat steps
- Describe the enemy's general intention. This is not everything they will do, but what it looks like their goal is this round.
- Players roll Agility. Those who succeed go before the enemy, those who fail go afterwards.
- Characters wielding heavy weapons always succeed on this roll.
- Players who succeeded go, they may move and do something else (i.e. attack, drink a potion, cast a spell, switch weapons).
- Monsters go, they may move and do something else.
- Players who failed go, they may move and do something else.
- Return to 1.
Attacking
To attack something, roll a d20. You are looking to roll above your opponent's DV, and at or below your AV. If you succeed, deal 1 HD of damage. On a roll of exactly your AV, deal 2 HD damage instead.
Sidebar: why not always ranged weapons?
There are not default rules regarding the use of ranged weapons as being different from melee, nor are there rules for tracking ammunition. This may lead some players to conclude that ranged weapons are superior. Some limitations a referee may impose are:
- Tracking ammunition.
- Giving characters with ranged weapons in melee disadvantage.
- Giving magical weapons which are not ranged.
To the bitter last?
Most monsters do not want to be killed. When the first monster of a group dies, when half the group is dead, or when a solo monster is reduced to half HP, they should save or flee. Make exceptions at referee discretion.
Injury and dying
When your character reaches 0 HP, they must save or die immediately. They cannot go into negative HP. If they succeed, they are unconscious and at 0 HP, but will die in d6 hours if they do not have at least 1 HP restored.
Recovery
A night's rest in civilization recovers all HP. A night's rest in the wilderness recovers 1 HD.
Magic
Magic is divided into 3 disciplines: divine, arcane, and natural. Magicians must pick one to specialize in, and may cast spells from that list only.
Magicians can cast spells of escalating Circles as they level up. Spells of greater circles tend to be more powerful.
Divine spells
1st circle
- Cure wounds: target heals d6+1 HP or is cured of paralysis.
- Light: an object you can touch glows brilliantly for an hour
- Cause fear: a single target you can see must save or flee in fear. +2 to their target number for every HD higher than you they have.
- Turn undead: any undead you can see must save or flee in fear. +2 to their target number for every HD higher than you they have.
- Holy shield: a target you can touch takes no damage from the next attack which would damage them.
- Holy weapon: a weapon you can touch gains +1 AV/damage and becomes magical for an hour.
2nd circle
- Hold person: a person you can see is paralyzed for as long as you focus only on this spell; they may save to resist.
- Resist flame: a target you can touch is unaffected by flames for 10 minutes.
- Augury: choose some scrying method (reading tea leaves, tarot, so on), then ask the referee three questions. They will answer weal, woe, or neither to each question.
- Calm: a target you can see if overtaken by a holy calm while you focus on this spell; they are unaware of the magic but may save to resist.
- Blind/deafen: a target you can touch loses either their eyesight or hearing for one hour; they may save to resist.
- Truth-touch: a target you can touch is unable to lie as long as you are physically touching them.
3rd circle:
- Permanent light: a tiny, cool sun appears in a place you can see. It casts bright light as if daylight.
- Cure disease: a nonmagical disease is lifted from a target you can touch.
- Remove curse: a curse is lifted from a target you can touch. The curse may save to resist using the ST of its caster.
- True striking: a weapon you can touch always lands critical strikes for 10 minutes.
- Heart's desire: this spell indicates the direction of an inanimate object the caster wishes to locate.
- Grow creature: a creature you touch doubles in size for a day. Can be cast on one creature multiple times.
4th circle
- Mend flesh: a creature with a physical injury, permanent or otherwise, is healed. If they have no injury (dismemberment, mangling, etc.) they recover 2d6+2 HP.
- Neutralize poison: the effect of a poison on a living thing you touch is instantly neutralized.
- Protection from evil: you are completely protected from the attacks of one creature which is evil to the god you worship for 10 minutes.
- Speak with plants: you can speak to plants for 10 minutes; this does not imply intelligence.
- Control water: summon and control a cube of up to 100' of water (on each side). This spell can be used to part water and change its flow, as well.
- Shape stone: you touch a mass of stone, and pull a stone object up to the size of a person from it.
5th circle
- Commune: ask three questions to the god you worship. You will receive omens of weal or woe.
- Dispel evil: a thing you can see must save or is banished to its dimension of origin. If it is undead or enchanted, it must save or be destroyed. If it is a cursed object, its influence over others is instantly dispelled.
- Plague of locusts: Fill a 60' area with a swarm of locusts. Every creature inside must save or flee. The locusts are permanent.
- Raise dead: a dead target is restored to life. It is unable to do anything physically laborious for a week.
- Scry: you settle into a trance and gain a bird's-eye view of a creature or thing you know the existence of. You can see and hear this creature, but cannot meaningfully interact with it.
- Hallow: you hallow a square mile of space, if it is not already evil or hallowed. Magical effects per your god take effect on this area; it is the referee's discretion what exactly these are.
Arcane spells
1st circle
- Charm person: a person you can see saves vs. spells or regards you as a friend.
- Magic missile: a bolt of magical energy unerringly deals d6+1 damage to a target you can see.
- Spectral servant: for an hour, summon a spectral entity which will carry goods you ask it to carry and perform basic, non-combat tasks. It is about as strong as the average person.
- Read languages: the caster can read all written language for 20 minutes.
- Shield: the caster gains a DV of 16 for 20 minutes.
- Sleep: 3d6 creatures you can see save or fall asleep. They awaken if physically disturbed, but otherwise sleep for an hour.
- Ventriloquism: you make your voice emanate from a location you can see (or your mouth) for 10 minutes.
- Chromatic orb: you conjure a delicate gemstone which has a random effect until it is destroyed:
- Casts dim light as if a candle
- Emits comfortable heat, as if standing near a fire.
- Flame: sets inanimate objects within 5' of the gemstone ablaze, then shatters.
- Stench: it smells so bad that creatures with a sense of smell cannot approach. Can save to resist.
- Magnetic: the orb becomes a strong magnet. Metal objects are flung towards it, creatures holding metal objects can save to resist.
- Paralysis: the first creature struck by the crystal must save or be paralyzed for 10 seconds. Crystal shatters on impact.
- Wall of fog: conjure an opaque wall of fog on a space you can see. Neither heat-vision nor magical vision can see through it.
- Phantasmal force: create an illusion in a space you can see. It can be 20' in any or all of its dimensions, and can make sounds. It appears real, until disturbed.
- Spook: 2d6 intelligent creatures you can see must save or flee in terror. They can make a save every round to dispel the illusion.
2nd circle
- Detect invisible: for 10 minutes, the caster can see invisible things.
- ESP: the caster targets one creature they can see. For as long as they focus, they can hear and understand the target's thoughts, even if they share no languages.
- Invisibility: the caster, or a target they touch, becomes invisible indefinitely. The invisibility is dispelled when the target attacks or casts a spell.
- Knock: the caster targets a closed chest, window, door, or other portal. It physically flies open, regardless of if or how it is locked.
- Levitate: you may slowly float up and down for 10 minutes. They must use walls to move horizontally.
- Mirror image: you create d6 illusory copies of themself. The copies disappear after suffering 1 attack, whether a hit or miss.
- Locate object: for 10 minutes, you know the general direction of an object within 100'.
- Web: you create a 10' cube of webs in a space they can see. Moving things caught inside cannot move without cutting or burning their way through. Can save to break free.
- Wizard lock: any object with a lock magically locks. It can be opened only by the caster, or by casting Knock.
- Fascinate: a target you can see must save or be completely and utterly enraptured by the caster to the exclusion of everything else for 10 minutes.
- Quasimorph: the caster takes on a single animalistic trait (gills, claws, wings, etc.) for 10 minutes. Wings from this spell can glide but cannot fly.
3rd circle
- Clairvoyance: the caster can see through the eyes of another creature they know for as long as they focus.
- Fireball: targets caught in the 30' explosion suffer d6 damage per level of the caster; also sets flammable stuff on fire.
- Dispel magic: a single magical effect is dispelled. If the caster would want that dispelled, the effect can save as if it were the caster.
- Fly: you or a target you touch can fly at their normal movement speed for 10 minutes.
- Hold person: a target you can see is held in place for either 1 minute, or as long as you focus.
- Haste: d6 targets you can see can move 3 times faster than normal for 10 minutes. They get an extra attack, but can't cast extra spells.
- Water breathing: a target you touch can breathe water for a day.
- Protection from missiles: a target you can touch becomes completely immune to all non-magical missiles.
- Infravision: a target you touch can see in the dark for a day.
- Ghostly form: a target you touch becomes incorporeal, gaining the ability to float and pass through walls as if a ghost for 10 minutes. Undead regard you as fellow undead for the duration.
- Suggestion: a target you can see becomes ultimately susceptible to 1 suggestion you make. They may save to resist obviously harmful suggestions.
4th circle
- Confusion: 3d6 targets you can see must save or become utterly confused and unable to independently decide what to do for 10 minutes.
- Dimension door: the caster conjures a portal and steps through it to a known destination up to 500' away.
- Polymorph: a target you touch is turned into another creature. It has the physical, but not mental, characteristics of that creature. This effect is permanent, unwilling targets may save to resist.
- Illusory terrain: a terrain feature is conjured or hidden by this spell. Touching the illusion dispels it.
- Wizard eye: the caster conjures a magical eye that can see in any condition. It floats, and can move quickly. It cannot move through walls, but can fit through very small spaces. It is dispelled when the caster wishes.
- Curse: this spell casts or removes a curse from a target you touch. The exact effects are up to the referee, who is encouraged to make overly powerful curses backfire on you.
- Dispel magic: Magical effects within 20' of you are instantly dispelled. Magic items are unaffected.
- Emotions: you manifest an extremely potent emotion (hate, fear, hopelessness, joy, etc.) in 3d6 creatures you can see. The targets are overcome by this emotion.
- Illusory health: 2d6 targets you can see gain 1/2 of their maximum HP, even exceeding their maximum, but only for 10 minutes. They lose as much HP after the spell ends.
- Phantasmal killer: a creature is haunted by a phantasmal killer. It attacks them each round at AV 13. If it succeeds, the victim dies instantly. The effect lasts for 1 round per level of caster.
- Rainbow ray: You conjure a beautiful rainbow light that flies and contorts in a variety of shapes. Any creature who can see it must save or be dazzled for as long as they can see it. The effect lasts as long as you focus.
5th circle
- Animate dead: you animate corpses as 1 HD zombies or skeletons. They are obedient, and you may animate as many HD of creatures as they have levels.
- Cloudkill: you spew deathly, heavier-than-air fog. Creatures of 5 HD or fewer must save when exposed or die instantly. Other creatures take 1 point of damage per round.
- Conjure elemental: a creature of pure elemental force is conjured to a place you can see. It has 16 HD and is loyal to you. It may be dismissed but is otherwise permanent.
- Feeblemind: a target you can see becomes unable to think, willingly act, or cast spells.
- Passwall: you open a door-sized hole in a wall for as long as desired; it seals again when desired.
- Telekinesis: you may lift or throw anything of any weight within 120', so long as you focus exclusively on this task. Once you break concentration, this effect is over. You cannot move while concentrating on this.
- Teleport: you or a creature you can see are teleported to a destination you know about. If you have little knowledge of this place, you must save or teleport into the ground, dying instantly. An unwilling target may save to resist being teleported at all.
- Disintegrate: a target you touch is disintegrated physically. Creatures may save to resist.
- Magic mirror: you enchant a mirror that shows whatever scene in whatever place you like. You may cast spells through the mirror to the scene.
- Mass suggestion: any creature who can hear the caster becomes victim to a suggestion spell.
- True seeing: you can see all secret doors, through all illusions, in the dark, perceive magical objects, etc. The duration 1 round per level.
Nature spells
1st circle
- Animal friendship: an animal you can see regards you as a friend.
- Entangle: plants within 20' grow and writhe to restrain chosen targets. They may save to resist or be held in place for 20 minutes. A successful save still slows movement within the tangle.
- Speak to animals: you can speak the secret language of animals for 1 day.
- Invisibility to animals: you or something you touch becomes imperceptible to animals for 30 minutes.
- Shillelagh: a mundane staff you hold counts as a +1 magical weapon for 10 minutes.
- Faerie fire: creatures of HD up to your level you can see is outlined in iridescent light for 10 minutes. Everyone has advantage to strike this target.
2nd circle
- Barkskin: You or a target you touch improve AC by 1 and gain +1 to all save TNs for 1 hour.
- Create water: create 50 gallons of water somewhere that you can see.
- Obscuring mist: a 10' radius mist surrounds you for 10 minutes. You can see through it clearly, other creatures cannot see through it at all.
- Warp wood: a wooden object, up to the size of an adult person, is warped and becomes useless. Magic items have a 1-in-6 chance of being affected.
- Handflame: a torch-bright fire appears harmlessly in your hand. The caster may make an attack with it for d6 damage. Objects touched by the fire are set ablaze. Lasts one real-life hour.
- Slow poison: you or a target you touch has the effect of any poison reduced to dealing 1 point of damage per hour and stopping healing. Lasts 1 day.
3rd circle
- Lightning storm: the caster summons a terrible lightning storm overhead. It strikes every minute for ten minutes, dealing 3d6 damage to targets carrying metal.
- Magical growth: a plant or animal you touch becomes massive. Animals double in size, plants become an impassible thicket. The effect is permanent.
- Hold animal: an animal is paralyzed. It may save to resist. Lasts for as long as the caster concentrates.
- Man-to-tree: you turn into a tree. You can see, hear, and smell normally, but are otherwise a tree. You may end this effect at will, otherwise it is indefinite.
- Protection from poisons: you or a target you touch are immune to new poisons for 10 minutes, poisons already affecting the target are neutralized.
- Sticks to snakes: throw down as many sticks as you can hold. They turn into that many 1 HD snakes, permanently.
4th circle
- Protection from fire and lightning: you or a target you touch is immune to damage from fire or electricity for 10 minutes.
- Speak to plants: speak and understand the secret language of plants for a day.
- Summon animals: nearby animals are called to your aid and will fight to the death. A total of 2 HD per your level of animals will appear. They leave peacefully after your hour of need.
- Control climate: you control the temperature in a 150' radius around you. It may be as cold as arctic winter, or hot as equatorial summer. Lasts 1 hour.
- Stoneskin: for 1 hour, you gain +3 to AC and save TNs. When taking damage from non-magical sources, your attacker rolls damage twice and applies the lower number.
- Awaken: touch a creature or plant of animal-or-less intelligence. It becomes as intelligent as a human, and learns a language you know. It can speak if it has a mouth.
5th circle
- Stormcaller: control the weather of the region around you. You may call extreme heat, dense fog, hurricane winds, or any other extreme and natural weather phenomenon in a 6 mile radius. Lasts 1 day.
- Treestep: step into a tree. You emerge from another tree of the same species nearest to your desired destination.
- Commune with nature: spend at least 10 minutes settling into communion with the natural environment in a 1-mile radius. It will answer freely any questions you ask it about its status or the creatures and objects contained within it.
- Protection from plants and animals: no plant or animal can harm you or a target you touch for 1 hour. Plants obstructing your path bend out of the way.
- Wall of thorns: conjure an razor-sharp wall of thorns from a point you can see. The wall is up to a mile long. Creatures enveloped in the wall take d6+1 damage per minute. Cutting someone free takes 10 minutes, -1 minute per assistant. Clearing a path takes 30 minutes.
- Nature's wrath: a target you can see becomes the subject of nature's abject hatred. Cave ceilings cave in, plants whip them, mud pulls them down, and so forth. Any attacks nature makes are at AV 15. This lasts 1 day.
Half-casters
A character of a non-magician class who seeks to learn magic may do so, at a steep cost. A half-caster must use this advancement table in lieu of their class' own:
| Level | XP | Max. circle | Sorcery |
|---|---|---|---|
| 1 | 3,500 | 1 | 10 |
| 2 | 7,000 | 1 | 10 |
| 3 | 14,000 | 1 | 11 |
| 4 | 28,000 | 1 | 11 |
| 5 | 56,000 | 2 | 12 |
| 6 | 112,000 | 2 | 12 |
| 7 | 224,000 | 2 | 13 |
| 8 | 448,000 | 2 | 13 |
| 9 | 896,000 | 3 | 14 |
| 10 | 1,792,000 | 3 | 14 |
They must choose a discipline, like their magician cousins. They know the amount of spells indicated. They cast spells exactly like a magician, use sorcery like a magician, and must also use a spellbook.
It is recommended the half-caster is taken at character creation. If not, the character must back-pay any XP that would get them to their current level to gain any benefits.
For example, a thief becomes a half-caster when they reach 3rd level. They have 2,500 XP. However, to reach 3rd level for a half-caster, they need 14,000 XP. Before advancing any more into 3rd level or getting any spells, they must first gain 11,500 more XP. They retain the benefits of a 3rd-level thief only until they do so.
Monsters
Monsters are a catch-all for the various things that will try to kill, swindle, befriend, and otherwise interact with the player characters.
Their stats
Monsters have only three statistics.
- HD: The amount of d6s you roll to get their HP; additionally HD + 10 equals the monster's AV, and HD + 5 equals the monster's ST. When the monster needs to make a check for something it's great at, roll at HD + 10. When it needs to make a check for something it's bad at, roll at HD + 5.
- DV: Defense value. Functions the same as the player characters' DV.
- Special: Any special abilities that the monster might have. Unless otherwise stated, creatures are assumed to deal d6 damage when attacking.
Examples
- Bandit: Roadside scoundrel eager to separate the foolish and weak from their coinpurses.
- HD 1
- DV 2
- Special: Bandits keep pocket sand, once per combat they may throw sand in your face. Save or sputter and cough for a round.
- Bear: Mother nature's nastiest ball of fur.
- HD 3
- DV 5
- Special: When the bear successfully attacks the same target more than once uninterrupted, it attacks and deals damage at +2. The bandit is meant to represent a formidable threat to adventurers just getting started. A bear is meant to risk killing an entire party of 1st-level characters who try to fight it.
Converting other monsters
To convert monsters from other systems, you need only their HD and armor (typically called Armor Class). The number representing their Level or Hit Dice becomes their HD. Their Armor Class becomes their DV (subtract 10 from ascending armor class, add 1 to descending armor class). Then, note any special abilities and you are ready to play.
Exploration
Wilderness
NSX assumes you are using 6-mile hexes for overland travel. You may easily adapt this to any other overland travel system of your discretion.
Overland
A day is divided into three shifts: morning, afternoon and night. Each shift, a party traveling overland may hike 1 hex on foot, 2 hexes on a forced march, and 3 hexes if traveling by road or river.
The party must rest for one shift per day, if they do not, they must make a might roll or suffer 1 point of damage.
The party is assumed to have sufficient provisions. If they do not, they do not recover HP when resting and take 1 point of damage per night until they secure provisions.
At the conclusion of a shift, the referee should roll a d6 (an exploration roll) to see what happens:
- A random encounter occurs.
- They find a clue towards a random encounter.
- They find a clue towards a random encounter.
- A point of interest is revealed, else nothing happens.
- A point of interest is revealed, else nothing happens.
- A point of interest is revealed, else nothing happens.
Camping
When camping in the wilderness, characters should take care to pack necessary equipment for the season, like tents, firewood, winter cloaks, bedrolls, and so forth. If they do not, they should make a save when trying to rest. If they fail, they recover no HP.
Underground
When underground, exploration is more meticulous. The party should keep track of their light sources. A torch lasts one real-life hour. Using a timer that is visible to the players is highly recommended. Monsters and hazards should target their light source.
In game, exploration occurs in turns of about 10 minutes. Everyone may do something each turn.
When the players are wasting time, make noise, spend too much time in a single location, or bore the referee, the referee should roll a d6 (an exploration roll) to see what happens:
- A random encounter occurs.
- They find a clue towards a random encounter.
- They find a clue towards a random encounter.
- Nothing happens.
- Nothing happens.
- Nothing happens.
Advancement
Characters gain XP by spending money. In NSX, that money is measured in Coins (c). A coin in NSX is roughly equivalent to a gold piece in any other system or module. Expenses of fewer than 1gp in other settings or modules should be converted to 1c.
Leveling up
You can level up only in the safety of a settlement or campsite. When leveling up, roll all of your HD and add applicable modifiers once. Compare to your previous HP total, and take the higher of the two.
Hirelings
Characters seeking to hire helping hands may have some luck in towns and cities. Non-player characters who the players try to hire should make a check to see if they think it's a good idea to go adventuring. If they fail, they do think it's a good idea. They try to negotiate a price in shares of treasure, and in most cases will not negotiate below a 1/8 share.
Forthcoming
Non-binding list of things I would like to add:
- Guild rules
- More demihumans (dragonborn my beloved)
- Rollable lists of treasure and magic items
- Alchemy?