Ogres & Oubliettes: Player's Handbook

This document provides a very stripped down version of the World's Most Popular Roleplaying Game. This has most of the player-facing rules but things like how spells work, magical items, and enemy stats are left out. Those are for Game Master's eyes only.

The Classes

This document will detail a handful of classes over five levels of play. Class abilities which come later are determined by the Game Master and may be tied to campaign events. Conversely, it is possible that no additional abilities are gained and characters could be defined by treasure instead.

A list of the available classes is provided below.



The Goals

The aim of these rules is to keep play engaging by preventing slow down due to rules complexity. The game intentionally reduces options in favor of meeting this goal.

Another major goal of these rules is to keep the game dangerous. In many roleplaying games, PCs can become quite powerful and resilient thanks to the accumulation of unchecked magical power and overflowing amounts of hit points. This can blunt the feel of adventure as challenges feel less challenging unless the Game Master dramatically ramps up the tension. These rules add real danger to the casting of spells, reduces the amount of available magic and caps hit points well below the levels of those found in the World's Most Popular Roleplaying Game.



Classes
Class Description Hit Die and Weapon Damage Primary Ability Secondary Ability Armor Proficiencies
Cleric A priestly champion who wields divine magic in service of his god and fights on the front lines. d6 CHA STR Light, Heavy, Shields
Mage A wielder of arcane magic. He dabbles in dark arts that will twist his body, addle his mind and corrupt his very soul. d4 INT CON None
Rogue A specialist who uses stealth and cunning to overcome obstacles and enemies d6 DEX CHA or INT Light
Warrior A master of close-quarters combat. Strong. Hardy. Violent. d8 STR CON Light, Heavy, Shields

OGRES & OUBLIETTES

The Basics

The Core Mechanic

When the player wishes to do something difficult, the Game Master assigns the task a target number and asks the player to test his character's relevant ability score. There are six ability scores (see the next page) which range from 0 to 5. The player rolls a d20 (twenty sided die) and adds an ability score to the roll. The character succeeds if he meets or beats the target number.

Some ability tests are called "saves". These are called for when the player is attempting to resist an effect. Some are called "attacks". This is often when the player is assaulting a creature. Finally, some are called "checks". These usually resolve if a character can do a thing. Secret Checks are rolled by the Game Master when he doesn't want the player to know whether or not the character succeded.

Tasks and Difficulty

The Game Master determines the target number of any task which may fail yet is possible. Circumstances or character powers may make the task "easier" or "harder". If easier, reduce the target number by 3 (at most). If harder, increase the target number by 3 (at most).

In some instances, the Game Master may assign a difficulty number to an adventuring location to speed up play. For example, a room in a dungeon may be assigned a difficulty of 10. All tests in that room are at that difficulty (unless they are made easer or harder as described above).

Critical Hits

Its possible to roll a "Natural 20". This is when a 20 is rolled on a d20. When this happens while attacking with a weapon or casting a spell, roll a d12 (twelve sided die) and add that to the weapon damage or spell effect roll.

Critical hits are exciting and may swing the flow of combat but player characters are also be subject to them.

Hit Die and Hit Points

It is important to note a class' Hit Die. This governs character Hit Points. Characters could die if this value reaches zero.

At level 0, characters gain 4 HP. At each level thereafter (there are 3), a character gains the maximum value of their Hit Die in Hit Points.

The Hit Die also governs how much damage classes do with weapons. Weapons generally deal the class Hit Die in damage. Crude or Improvised Weapons always deal 1d4.

Level 0. Some groups may opt to start at level 0. Characters of that level are classless and have no special abilities. Upon reaching level 1, a class is chosen.


Abstracted Distance

Distances are abstracted as BEYOND, FAR, NEAR, and CLOSE. In a "round" of combat, characters can either move two range bands or move one range band and take an action.

If concrete distances help, consider FAR to usually be around 60+ feet; NEAR could be considered up to about 30 feet. CLOSE is about 10 feet. These measurements are just estimates. A character may be able to move a bit more or less depending on circumstances.

Resting

Characters can take either a Short Rest or a Long Rest.

A Short Rest takes 1 hour and allows the player characters to expend a Hit Die to regain Hit Points. They roll their Hit Die, add their CON and heal the result. These must be taken in somewhat safe locations or they will be interuppted.

A Long Rest takes a full 24 hours and can only be taken in complete safety. The characters regain all Hit Die and roll them to see how many Hit Points they recover.

Ethos

All characters have an Ethos rating. This is a slider which goes from "Saintly" (Good) to "Corrupted" (Evil). Most characters start right in the middle. If a character goes full Evil in a Good-aligned campaign (or vice-versa), they become a NPC under the control of the Game Master (typically used to cause trouble for the party).

Insanity

On occaision, a character may be confronted with something particularly gruesome or mind altering. They will need to make a save against Insanity (usually testing WIS). Should they fail, they gain an Insanity Point.

If their Insanity exceeds their WIS, the character will become Shaken for (making all rolls HARD) for a number of rounds determined by a roll of their Hit Die. If their Insanity exceeds their WIS by more than 3, the character may need to be retired from adventuring life (likely committed to an asylum or becoming a mad hermit). Insanity Points may be removed during downtime.

Death and Dying

When a player character drops to 0 Hit Points, they start bleeding out. At the beginning of the next round, roll your Hit Die to determine how many rounds you have before Death. To stabilize you, another character must make a INT or WIS check at a difficulty determined by the Game Master.

O&O | THE BASICS

The Basics

Character Creation

The following is a point based way to make characters. The Game Master may opt to have characters roll for their ability scores instead by using methods common in the World's Most Popular Roleplaying Game.

Step 1: Pick A Class

Begin by selecting your class and its initial class options (if there are any). Ideally, all classes should be present in the party. Having a Cleric is especially important.

Step 2: Allocate Ability Points

Place three points in the Primary Ability for this class. Then assign four more Ability Points to other Abilities. Ability scores cannot be higher than +3 on creation.

Please see the ability score descriptions to the right to note how each ability score is used. If you are unsure on how to allocate these points, take the Advised Array for your class.

Step 3: Gain Equipment

Every class has a starting equipment package. You should review the Arms and Armor section to see how your weapons and armor works.

Step 4: Imagine A Character

Answer the following questions then name your character:

  • What does my character fear? hate? love?
  • Why did my character become an adventurer?
    1. Accused of a crime he did not commit
    2. Accused of a crime he did commit
    3. Escaped slavery or indentured servitude
    4. Swore an oath
    5. Owes money
    6. Farm devastated by locusts or drought
    7. Town destroyed by monsters/brigands
    8. Town devastated by plague
    9. Guilt or shame
    10. Fleeing a loveless marraige
    11. Seeking revenge
    12. Desert army or clergy

If it helps, consider persuing this list of medieval occupations (or just roll for a random one!).

When imagining your character, make sure to develop their flaws. Character flaws help the Game Master make content that directly involves the character. Flawed characters are also just more interesting.

The character's write up needn't be a long biography. A good paragraph or two is fine. Ultimately, it should give you and your Game Master a good sense of what makes your character tick.


Ability Scores

There are six ability scores. The highest these can be on creation is +3. Magic items and other advancement may allow these to reach up to +5.

Strength

Strength (STR) is used to determine if melee weapon attacks hit and how much damage they do. It also can be used to determine if thrown hefty weapon attacks hit. A character can carry an amount of Bulk equal to 6 plus twice their STR. Most items weigh 1 Bulk unless otherwise stated. It is also useful in tests of athleticism and might.

Constitution

Constitution (CON) grants bonus to armor. It is also used to resist poisons, diseases and similar effects.

Dexterity

Dexterity (DEX) is used to determine if ranged and finesse melee weapon attacks hit (but not their damage). Its also used to avoid explosions, to be sneaky and to be acrobatic.

Intelligence

Intelligence (INT) is used when recalling any kind of knowledge. It is also useful when doing an active search or investigation. Deciphering scripts and disabling traps also use INT. It, or WIS, can be used to stabilize a dying character. This is used by Mages to cast their Incantations.

Wisdom

Wisdom (WIS) is used when testing any form of passive awareness: hearing, peripheral vision, body language, speach patterns, and the like. It is used for survivalist checks such as tracking, foraging, navigating, etc. It, or INT, can be used to stabilize a dying character. This also used when attempting to resist Insanity or mental effects.

Charisma

Charisma (CHA) is used when testing a characters ability to bluff, persuade, or intimidate. It also affects NPC dispositions toward the character. It is used by Clerics to cast their Prayers.

O&O | THE BASICS

Cleric

The Basics

A Cleric is a priestly champion who wields divine magic in service of her god and fights on the front lines. She must follow the tenets of her faith and avoid sin.

  • Hit Dice. d6
  • Base Armor. 13 + CON
  • Save. CON, DEX, WIS
  • Advised Array. +3 CHA, +3 STR, +1 CON
  • Starting Equipment. Flail, Shield, Crossbow, 20 bolts, Breastplate, Backpack, Rope, Holy Tome, Holy Symbol, Holy Water, Censor

Tenets of Faith

A Cleric upholds the tenets of her faith. Failure to do so leads to Disapproval from her god.

Prayers

A Cleric spells are prayers that beseech thier deity for aid.

When a Cleric prays, she recites a prayer aloud in a strong and powerful voice while making measured motions with her hands. The Cleric's player rolls a CHA check against a number called out by the Game Master. She simultaneously rolls a d10 to determine the magnitude of the Prayer's effect.

If the Cleric fails, she gains Disapproval. If they roll a 1 (or otherwise critically fail), the Cleric suffers a Crisis of Faith.

Crisis of Faith

When a Cleric critically fails a Prayer, she suffers a Crisis of Faith. This symbolizes the Cleric's god seeing weaknesses in the Cleric's faith and punishing her for it. This leads to assorted random effects and nets 1 point of Disapproval. Typically, the effects reflect the anger of the Cleric's God.

Disapproval

A Cleric gains Disapproval by committing sins or suffering a Crisis of Faith. Sins might range from allowing unholy acts to happen or perpetuating them themselves. The magnitude of the transgression dictactes the amount of Disapproval.

If Disapproval exceeds CHA, the Cleric does not get her Prayers answered. A Cleric may shed one Disapproval each night by flagellating themselves, giving a sermon to the party or shaking in silent prayer for hours.

Ethos. Please note that acting in ways significantly contrary to their Tenets of Faith could lead to a shift in the character's Ethos. This is much more permanent and may lead to the loss of the character's Divine abilities.


Ceremonies

Clerics learn Ceremonies. These can take 10 minutes or more to cast and often require the expenditure of expensive material components. Usually, they are a bit easier to cast than Prayers. Ceremonies are quite intricate and usually involve reading passages from the Holy Tome. The Cleric archives the ceremonies they know in their Holy Tome.

Religious Lore

Clerics have extensive knowledge about the world’s faiths. All such checks are easier for them (if a roll is even needed).

???

Starting at 2nd level, the Cleric can ???.

Smite Unholy

Starting at 3rd level, the Cleric may Smite a creature unholy to her faith or of contrary Ethos. Upon making a successful melee attack, the Cleric may expend a Hit Die to add 2d6 Radiant (or Necrotic if Evil) damage.

Mastery: Aura of Courage

Upon gaining Mastery, when the Cleric and those a CLOSE distance from her have to make a save against fear, it is easier for them. This ability functions while the Cleric is in control of her faculties, unafraid and conscious.

Example: "Cleric of the Dawn"

Tenets of the Dawn

  • Chastity: Spouse and children would distract the cleric from her holy work. She cannot fall in love or succumb to lust.
  • Duty: She accepts responsibility for her actions and thier consequences. She protects those entrusted to her care
  • Honesty: She doesn't lie or cheat. Her word is her bond.
  • Order: She champions the rule of law, always accepts surrender, and obeys those who have just authority.
  • Poverty: She doesn't seek rewards and she uses her wealth to advance the goals of her faith or win more converts.

Starter Prayers

Clerics of the Dawn begin play with the following prayers: Armor of Faith, Light, Healing Touch, and Turn Unholy

Starter Ceremony

Clerics of the Dawn begin play with Purify Food and Drink.

O&O | THE CLERIC

Mage

The Basics

A wielder of arcane magic. He dabbles in dark arts that will twist his body, addle his mind and corrupt his very soul.

  • Hit Dice. d4
  • Base Armor. 10 + CON
  • Save. WIS
  • Advised Array. +3 INT, +2 CON, +2 WIS
  • Starting Equipment. Staff, Robes, Ritual Book, Backpack, Parchment, Inks, Wineskin

Incantations

A Mage performs Incantations. These are powerful spells which are tattooed on his body using magical inks. A Mage may endure a number tattoos equal to 3 plus his level.

Magic is chaotic and unordered. Incantations do not always do what a Mage expects or last as long as they would like.

When a Mage utters an Incantation, he recites arcane words aloud in a strong and powerful voice while making measured motions with his hands. The Mage's player rolls an INT check against a number called out by the Game Master. He simultaneously rolls a d10 to determine the magnitude of the Incantation's effect.

If the Mage fails, nothing happens. If they roll a 1 (or otherwise critically fail), the Mage suffers a Mercurial Failure.

Mercurial Failure

Mercurial Failure leads to assorted random effects. Typically, the effect goes off in the worse way possible. A fireball may explode on the party (no save - you weren't expecting it!). A summon may turn on the Mage. An Acid Splash may burn off the Mage's face. The effects can be permanent and lethal.

In addition, Mercurial Failure is very taxing on the on the Mage. He almost always has to make a Sanity check to avoid gaining an Insanity point.

Rituals

In addition to Incantations, the Mage learns Rituals. These can take 10 minutes or more to cast and often require the expenditure of expensive material components. Usually, they are a bit easier to cast than Incantations. Rituals are quite intricate and must be written within and read from the Mage's Ritual Book. Scribing a Ritual is expensive and can be even more expensive depending on its power.

Arcane Knowledge

Mages collect a wide variety of knowledge pertaining to magic. Such knowledge checks are easier for them (if they even have to roll).


Familiar

Starting at 2nd level, the Mage learns a 24 hour ritual. He may take a small or tiny mundane creature, spend 200 gold in material components and bind it into service.

The creature becomes intelligent and the Mage can speak with it telepathically at any range. The creature can enter a pocket plane at will but it may not take anything with it. If it is somehow slain, the Mage may not create another for a week.

The Mage may only have one familiar at a time.

Spellburn

Starting at 3rd level, the Mage may expend a Hit Die and add 1d4 to the spell roll and the spell effect.

Mastery: Improved Familiar

Upon gaining Mastery, the Mage may improve his familiar with a 24 hour ritual costing 2,000 gold in material components. The familiar gains magical abilities and the ability to speak aloud. At the DM's discretion, the Mage may replace his previous familiar with small magical creature such as an Imp or Pseudodragon.


Possible Starter Spells

Incantations (choose 4)

Acid Splash, Burning Hands, Fog Cloud, Ice Knife, Grease, Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, etc..


Rituals (choose 1)

Alarm, Comprehend Languages, Detect Magic, etc...

O&O | THE MAGE

Rogue

The Basics

An expert who uses skill to overcome obstacles and enemies

  • Hit Dice. d6
  • Base Armor. 12 + CON
  • Save. DEX
  • Advised Array. +3 DEX, +2 CON, +2 ANY
  • Starting Equipment. Sword, Hand Crossbow; 10 bolts; Padded Doublet, Backpack, Wineskin, Lockpicks, Skeleton Key

Sneak Attack

Starting at 1st level, once per turn, the Rogue can deal an extra 1d6 damage to one NEAR creature she hits with a weapon attack if the attack roll is EASY for her and DEX is used to make the attack.

The attack roll needn't be EASY if an enemy of the target is engaing it in melee.

Expertise

Starting at 1st level, checks that Rogues should be good at are easier for them (if they even have to roll). Areas of Expertise vary depending on the Rogue's Scheme.

Roguish Scheme

At 1st level, the Rogue gains one of the following Schemes:

Bard

Bards gain Expertise in sneaking, sleight of hand, bluffing, persuading, and performing (instead of typical rogue Expertise). They can inspire those around them; once per scene, you may allow an ally to reroll a failed check, save or attack as a Free Action.

Scout

Scouts gain Expertise in medicine, wilderness survival, searching, sneaking or recalling knowledge about the natural world. They may their WIS +1 to one character's healing per scene when they use a Hit Die during a short rest.

Thief-Acrobat

Thief-Acrobats gain expertise in acrobatics, picking locks, finding and disarming traps, sleight of hand, and sneaking. They can climb sheer surfaces and leap in NEAR increments.


Cunning Action

At 2nd level, a Rogue may move a CLOSE distance at the end of the round or attempt to hide if possible.

Ace in the Hole

Starting at 3rd level, the Rogue can expend a Hit Die to reroll an ability check (not a save or attack) they fail.

Mastery: Surprise Attack

Upon gaining Mastery, Rogues deal an additional 1d6 to the damage with Sneak Attacks against unaware and surprised opponents.

O&O | THE ROGUE

Warrior

The Basics

A master of close-quarters combat. While the Warrior is trained chiefly for hand-to-hand fighting, he can use ranged weapons with competence when he needs to.

  • Hit Dice. d8
  • Base Armor. 14 + CON
  • Save. CON
  • Advised Array (Melee). +3 STR, +1 DEX, +3 CON
  • Advised Array (Archer). 3 DEX, +1 CON, +3 WIS
  • Starting Equipment (Melee). Scale Mail, Greatsword, Javelins (x3), Backpack, Wineskin, Flint & Steel, Whetstone, 50ft. Rope, Hammer
  • Starting Equipment (Archer). Padded Jack, Bow, Shortsword, Backpack, Wineskin, Flint & Steel, Whetstone, 50ft. Rope, Hammer

Second Wind

Starting at 1st level, a concious Warrior may expend a Hit Die outside of a Short Rest to regain Hit Points. This is usable once per scene as a Free Action.

Manuevers

Starting at 1st level, the Warrior a superiority die. He may use the superiority dice to add to a weapon damage roll. He also pulls off a manuever. Manuevers may be shoves, charges, trips, and the like.

Once he uses a superiority die, it is expended. The Warrior regains them when he meditates for a few minutes outside of combat.

Warriors gain an additional superiority die at each level.

Expanded Critical

Starting at 1st level, the Warrior scores a critical hit with weapons on a natural attack roll of 19 or 20.


Fighting Style

Starting at 2nd level, Warriors gain a Fighting Style.

Archer

When using a ranged weapon, the Warrior deals an additional point of damage. Also, they ignore PARTIAL COVER.

Dual-Wielder

The Warrior deals 1 damage on a miss when fighting with two melee weapons (still only attacks with one weapon). Also, they gain a +1 bonus to Armor Class.

Heavy Weapon Specialist

When using a two handed melee weapon, the Warrior deals an additional point of damage. Also, they may deal 1 damage to another CLOSE enemy.

Shield Expert

The Warrior gains an additional +1 bonus to Armor with shields. Also, the total Shield bonus may be applied to directional saves (such as Dex saves against a Dragon's breath).

???

Starting at 3rd level, the Warrior ????

Mastery: Action Surge

Upon gaining Mastery, Warriors who use their Second Wind gain an additional Turn which they take immediately.


O&O | THE WARRIOR

Arms and Armor

Armor

A character's base armor value is determined by their class and their Con score. Shields may grant a 1 point bonus to armor. What the character is actually wearing is left up to the player's imagination. As a guideline, the higher the base value granted by the class, the more weighty the armor.

Special armors may exist which grant a further bonus to the total armor value. When wearing multiple of such items, only the highest bonus to armor applies.

There may be some situations where a character is unarmored or when their armor is somehow compromised. In those cases, enemies will simply treat the character as EASY to hit.

Weapons

There are various types of weapons. Weapons have Damage Types and Tags to differentiate them. A handful have special rules associated with them.

Some weapons are listed generally. These include:

Great Weapons: These are heavy melee weapons. Examples include greatswords, great axes and mauls.

Polearms: These are long pole weapons. Examples include glaives, halberds and longspears.

Thrown Weapons: The Thrown Weapons listed in the Ranged section include war darts, javelins, franciscas and hurlbats. Damage type varies by weapon. These weapons are made either flat or very thin and so three make up one Bulk. These function as Improvised Weapons when used in melee.

Unarmed Strikes: Unarmed strikes deal 1+STR bludgeoning damage. Also, they have the Mercy and Finesse properties.

Damage Types

Damage Types are B (Bludgeoning), P (Piercing), and S (Slashing). Some weapons can do two types.

Tags

Tags give weapons help differentiate weapons.

2H: This melee weapon must be used two-handed. It is HARD to disarm someone using a weapon two handed.

Finesse: The weapon allows DEX to be used on melee attack rolls (but not damage rolls).

Hefty: The weapon allows STR to be used on thrown ranged attack rolls.

Loading: The weapon takes your Action to load.

Mercy: The weapon may knockout instead of kill a target.

Missile: This weapon fires missiles to the range listed. It typically requires two hands to load and/or fire.

Reach: The weapon may attack out to CLOSE range even if the target is not adjacent.

Thrown: The weapon may be thrown the range listed.

Vicious: The weapon deals an additional point of damage.


Ranged Weapons
                                  Cost     Tags                     Bulk
   Bow 20gp P; Missile (F) 1
   Crossbow 25gp P; Missile (F); Loading; Vicious 2
   Thrown Weapons 5sp Varies; Thrown (N) 1/3
Melee Weapons
                                  Cost     Tags                     Bulk
   Axes; Hammers 5gp S or B; Thrown (N); Hefty 1
   Dagger; Dirk;    Shortspear 1gp P; Finesse; Thrown (N) 1
   Great Weapon 20gp Varies; 2H; Vicious 2
   Polearm 15gp B/P, P/S or B/S; 2H; Reach 2
   Quarterstaff 1gp B; 2H; Mercy 2
   Sword 10gp S/P; Finesse 1

Improvised and Crude Weapons

Improvised and Crude Weapons deal 1d4 damage (irrespective of HD). Attacking with crude cudgels, pocket knives or sickles is functionally the same as striking a target with a leg of mutton, a shard of glass or a meat hook.

Similarly, attacking with the pommel of a sword would be a bludgeoning Improvised Weapon attack with the Mercy property. This allows those using lethal weapons to attempt non-lethal attacks at the cost of doing less damage.

Slings. Perhaps the most common crude ranged weapon is the sling. It has the loading property and a range of NEAR.

Properties. Some blunt improvised weapons may have the Mercy property. Very small piercing weapons (such as improvised shivs) may have the Finesse proptery. Very large two handed crude weapons may have the vicious property in melee.

Dual Wielding

When fighting with two one handed melee weapons, you may reroll a natural roll of 2 on a weapon melee attack roll.

O&O | ARMS & ARMOR