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WYRD - Playtest v3 (Pages)

WYRD is a solo tactical combat RPG where players control a group of adventurers exploring a cursed city filled with dangers and magical wyrd stones. The game includes rules for character creation, combat mechanics, spell casting, and companion upgrades, all designed to provide a challenging experience. Players will need various components such as dice, a battle grid, and character tokens to engage in gameplay.

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0% found this document useful (0 votes)
91 views31 pages

WYRD - Playtest v3 (Pages)

WYRD is a solo tactical combat RPG where players control a group of adventurers exploring a cursed city filled with dangers and magical wyrd stones. The game includes rules for character creation, combat mechanics, spell casting, and companion upgrades, all designed to provide a challenging experience. Players will need various components such as dice, a battle grid, and character tokens to engage in gameplay.

Uploaded by

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

A solo tactical combat RPG


carved by RUNE
WYRD
COMBAT PLAYTEST

Revision 3

DESIGN WRITING

Cody Barr Cody Barr

EDITING ART

Cody Barr Evlyn Moreau

WYRD is © 2023 Sleepy Sasquatch Games. All rights reserved.


RUNE is © 2023 Spencer Campbell and Gila RPGs. All rights reserved.

www.sleepysasquatchgames.ca
TABLE OF CONTENTS

Introduction 3

What You Need to Play 3


Leaders 4
Companions 4
Creating Your Adventure Party 4

Getting Started 4
Weapons, Armour, and Gear 5

Basic Weapons 5
Basic Armour 5
Basic Gear 5
Prerequisites 6

Casting Spells 6

Spells 7

Companions 8

Upgrading Companions 9

How to Play 10

Combat 10
Locations - d6 Results of 1 11
Locations - d6 Results of 2-3 12
Locations - d6 Results of 4 13
Locations - d6 Results of 5-6 14
Enemies 16
Threats 17
Placing Threats 17
Placing The Party 17
Modifiers 18

The Combat Turn 19

Activate Enemies 19
Move Enemies & Perform Actions 19
Activate Player Characters 19
Move Player Characters 19
Deal Harm and Keywords 19
Ending Combat 19

After Combat 20

Rest and Restore 20


Experience 20
Leveling Up 20
Rewards 22

Keywords 24

Keywords 24

Continuing the Game 25

Where to Go From Here? 25


2 WYRD | Playtest
INTRODUCTION

Welcome to the playtest version of WYRD. In this manual you will


find all the rules needed to start playing a tactical battle game on
your table!

WYRD is a game Carved by RUNE; f you are familiar with the RUNE
game system by Gila RPGs, you will have no trouble jumping in.

WYRD is a solo tabletop game with light roleplaying elements. You


take on the role of a small group of adventurers exploring a cursed
city full of evil beings and dangerous encounters. You are drawn to
this place by the wyrd stones scattered around the city. These stones
are valuable and present magical abilities to their owners.

Throughout your time in WYRD you will encounter new enemies,


explore a variety of locations, uncover mysteries to the city, and
grow in strength.

WHAT YOU NEED TO PLAY

To play WYRD, you will need:

• The playtest rules


• A collection of six-sided dice (d6)
• The 6x6 battle grid
• Tokens to mark points on the battle grid
• Tokens, miniatures, meeples, etc. to represent characters on the
battle grid
• The adventurer party character sheet
• Some writing tools and scrap paper

WYRD | Playtest 3
II GETTING STARTED

CREATING YOUR ADVENTURE PARTY

Why are my Each adventuring party is formed by 1 Leader and 2 Companions.


characters so weak? The Leader provides a strong starting character to carry the party
through challenges. The two Companions offer support when they
Both Leaders and can.
Companions start as
regular adventurers LEADERS
who grow in strength To create a Leader, do the following:
over time. WYRD is
designed to be difficult, • Roll 1d6 and add 4 to the total. This is the Leader’s Health.
leading to characters • Mark 2 Stamina on the Leader’s character sheet.
being killed or taking • Add 1 ‘Healing Leaves’ Item to the Leader.
lasting injuries from • Add 100 Coins to your Coins total.
their time in the cursed
city. Use the Coins given to purchase Weapons, Armour, and Gear for
your Leader from the next page. Use the remaining Coins to
purchase up to 2 Companions.

COMPANIONS
The cursed city Purchase up to 2 companions from the Companions table on page 8.
attracts adventurers Each listed companion includes their starting: Health and die results
from all over the for combat. Each companions also comes with a Coins cost, which
world. Feel free to you must pay to recruit them.
use any miniatures,
meeples, or pawns Companions have 1 Stamina each. Make a note of this for your
you want to combat reference.
represent your group!
There is no wrong Healing Leaves is a consumable item (one use). Using it is free to use
combination of at any time. When used, do the following: Heal 2.
characters.

4 WYRD | Playtest
III WEAPONS, ARMOUR, AND GEAR

BASIC WEAPONS

Range Dice
Weapons Range Keywords Cost
Value
Dagger/Knife (1H) M Harm 1 2-6 Free
Melee (M) - Must be in
Hand weapon (1H) M-A Harm 2 4-6 5
the same space as the
Two-handed Weapon (2H) M-A Harm 3 3-6 15
target
Bow (2H) A-3 Harm 2 3-6 10
Adjacent (A) - Must be
Crossbow (2H) A-3 Harm 3, Reload 4-6 20
in an adjacent space to
Shield (1H) Block 1 1-3 5
the target (any
Staff (2H) M-A Harm 1, Allows Spells 4-6 15
direction)
X to Y - Target must
be within the X and/or
Y distance from the
attacker BASIC ARMOUR

1H or 2H? Armour Keywords Dice Value Cost


Clothing Move 3 1-5 Free
A character can have
Light Armour Move 2, Block 1 1-4 20
up to 2 1-handed (1H)
Heavy Armour Move 1, Block 2 1-3 40
weapons equipped.
The character can use
both of these to attack
on their turn. BASIC GEAR

A character can only Rang Keywords Dice


Gear Cost
e Value
have one 2-handed
Ranger Boots Move 1 4-6 5
(2H) weapon equipped.
Glowing Pendant Heal 2 1-2 15
2-handed weapons
Quiver Required for Bow/Crossbow Free
can only attack once
Smoke Bombs M-A Concealed 3-6 10
per turn.
Cloak +1 Max Health 5
Grappling Hook 1-2 Pull 2 5-6 10
Amulet/Brooch/Book Allows Spells 4-6 Free
Helmet Block 1 10

WYRD | Playtest 5
IV CASTING SPELLS

PREREQUISITES

Spell safety Spells require an equipped Weapon, Armour, or Gear that Allows
Spells. If a character does not have something that Allows Spells,
Spells do not fizzle, they will be unable to use their Spells.
backfire, or otherwise
hurt the character SPELL TOTALS
using them.
Leaders start with 3 Spells Slots. Companions start with 1 Spell Slot.
These totals can be increased through leveling up.

Spells can be used once and reset when performing a Rest (not
currently in the playtest).

CHOOSING SPELLS

Each Spell has a total number of Spell Slots required to learn. A


character can choose any number of spells as long as the total cost
of the chosen spells is equal to or less than their total Spell Slots.

Magic and spells are USING SPELLS


common in the world
of WYRD with many Spells can be used once per Combat. To use a Spell, the character
forms of magic must assign a die to their Weapon, Armour, of Gear that Allows
available to those Spells. The character can then choose the Spell they wish to use
who look to practice from the list of chosen Spells for that character.
it.

6 WYRD | Playtest
SPELLS
Spell Keywords and Info
Spell Slots
Protection 1 (Range M - 3) Target gains +1 Armor until EoT
Transfer 1 (Range M - 2) Harm X to caster. Target Heals X.
Banish 2 (Range 1 - 2) Harm 3 to target Skeleton/Undead/Vampire
Ensnare 1 (Range 2 - 3) Stun target.
Lightning 2 (Range M - 2) Harm 2 to target. Up to 2 adjacent targets, Harm 1.
Restore 1 (Range M - 1) Target Heals 1d6
Smoke 1 (Range 1 - 4) Conceal target space until EoT
Engulf 2 (Range M - 1) Target Fire 2
Frost 1 (Range M - 2) Harm 1 to target. -1 Move to target.
Engulf 2 (Range M - 1) Target Fire 2
(Range 1 - 3) Target space is now an Obstacle. All characters on target space Move 1 and
Stonewall 2
Harm 1.
Whirlwind 2 (Range 1 - 2) Target 3 adjacent spaces Harm 1 and Push 1.
Gnome 3 (Range M - 1) Target space gains friendly Gnome (uses Goblin stats)
Levitate 1 (Range M) Target gains Fly
Stride 1 (Range M - 2) Target gains +2 Move until EoT
Enchant 1 (Range M - 4) Target’s weapon gains +1 Harm until EoT

WYRD | Playtest 7
V COMPANIONS

Companion Health Range Keywords Cost

1-2: Move 2
Archer 3 1-3 3-5: Move 1, Harm 3 15
6: Harm 4, Pierce 2

1-3: Move 2, Block 1


Treasure Hunter 4 M-A 10
4-6: Move 2, Harm 3

1-2: Move 1, Block 2


Knight 6 M-A 3-4: Move 1, Harm 3, Block 1 30
5-6: Move 2, Harm 2, Cleave 2

1-4: Move 2, Heal 2


Apothecary 3 M-A 25
5-6: Move 1, Block 1

1-3: Move 3, Harm 2


Thief 4 M 4: Move 2, Critical 2, Harm 3 Free
5-6: Move 1, Parry 2

1-2: Move 1, Harm 1, Push 1


Wizard 3 M-3 3-4: Move 1, Poison 1 25
5-6: Move 1, Fire 2

1-2: Move 2, Harm 2, Block 1


Soldier 5 M-A 3-5: Move 1, Harm 3 Free
6: Move 2, Harm 1, Bludgeon 2

1-4: Move 2, Harm 1, Pierce 2


Monster Hunter 3 M-2 5: Move 1, Parry 2, Fire 1 30
6: Move 1, Harm 1, Fire 1, Critical 2

8 WYRD | Playtest
UPGRADING COMPANIONS

A companion can be upgraded after acquiring enough experience to


purchase one from the tables below. Experience is explained further
in the rules.

The total max number of upgrades a companion can have is 3.

The player can choose to purchase a new companion when no on a


quest. The companion replaced is lost forever, including any
experience and upgrades made for them.

Experience
Upgrade Cost
Increase Health by 1 5
Add Dodge to any die result 5
Increase Bludgeon, Cleave, or Pierce for 1 die result by 1 5
Increase Move by 1 for any die result 5
Add Critical 1, or increase Critical by 1, for any die result 10
Increase Harm for 1 die result by 1 10
Increase Poison or Fire for 1 die result by 1 10
Add Parry 1, or increase Parry by 1, for any die result 15
Increase Heal by 1 for any die result 15
Add Block 1, or increase Block by 1, for any die result 20
Increase Pull or Push by 1, for any die result 20

WYRD | Playtest 9
VI HOW TO PLAY

WYRD Exploration WYRD will be separated into 3 different phases: Exploration,


Combat, and Camp.
Exploration will
present a choice for the In this play-test version, you will only be taking part in the Combat
player to pursue mode, pitting you against enemies of multiple difficulty levels.
different encounters
outside of combat. This COMBAT
could be from the
mundane treasure, to All Combat takes place on a 6x6 grid. The grid is marked using
a traveling merchant, coordinates, A to F and 1 to 6. These are used to reference the setup
or even a collection of of the area, including obstacles and character placement.
Wyrd stones.
To set-up a Combat, you will need to do the following:

• Determine the Location


WYRD Camping • Determine the Enemies
• Determine the Modifier
Camping provides rest
for the adventuring Each of these is done by rolling on their corresponding tables, one at
party and a time. Once done, you will have your very own unique Combat
advancement in ready to go!
abilities and strength.
The player can spend
their experience on
advancements for each
part member.

10 WYRD | Playtest
LOCATIONS - D6 RESULTS OF 1

Obstacles and Roll 1d6 and compare to the locations provided. Roll an
Difficult Terrain additional d6 for your location.

Obstacles prevents 1 - Ruins


movement onto and Like everything else in the city, reduced to ruin.
through. These also Obstacles: A1, B1, B2, C1, D5, D6, E3, E5, E6
block line of sight and Difficult Terrain: B3, D3
cannot be moved. Spawns: [1]A6, [2]F1, [3]C2, [4]F6, [5]D4, [6]B5

Difficult Terrain are 2 - Interior Building


hazards in combat Dilapidated and dangerous.
that require 1 Obstacles: A1 to E1, A3 to A6, B6, C6
additional Move to Difficult Terrain: D6, E2, E5, E6, F4 to F6
enter or pass through. Spawns: [1]A2, [2]F1, [3]E5, [4]B5, [5]C3, [6]F3
Modifiers can add
unique effects to these 3 - Marketplace
terrain features. Filled with old carts, stalls, and forgotten crates.
Obstacles: B1, B4 to B6, E4, F5
Difficult Terrain: C1, C2, C6, E5, F4
Retreating from Spawns: [1]A1, [2]A5, [3]F2, [4]F5, [5]C5, [6]B2
Locations
4 - Fountain
The player can escape Once flowed with sparkling clear water, now filled with sludge.
from combat by Obstacles: C3, C4, D3
moving a character Difficult Terrain: B2 to B5, C2, C5, D2, D5, E2 to E5
onto an open cell Spawns: [1]A1, [2]A6, [3]F1, [4]F6, [5]D4, [6]C1
along the border of the
combat board. The 5 - Inn Exterior
character must not be You shouldn’t rest your head here anymore.
in Melee range of an Obstacles: A4 to A6, B4 to B6, C6
enemy at the end of Difficult Terrain: B2, D2, D6, E3, E5, E6
the turn. That Spawns: [1]C1, [2]F1, [3]E6, [4]C5, [5]A3, [6]F5
character is then
removed from the 6 - Warband Camp
combat. This must be Perhaps the inhabitants are still around.
repeated for each Obstacles: A1, A2, B1, C5, C6, D5, D6
character that is Difficult Terrain: A3, C3, F4, F5
needing to be Spawns: [1]A4, [2]B2, [3]B6, [4]D4, [5]F1, [6]F6
retreated.

WYRD | Playtest 11
LOCATIONS - D6 RESULTS OF 2-3

Roll 1d6 and use the result for your Location:

1 - Crater
A large hole created by something falling, or an explosion.
Obstacles: None
Difficult Terrain: A3, A4, B2, B5, C1, C6, D1, D6, E2, E5, F3, F4
Spawns: [1]A6, [2-3]C3, [4]F1, [5-6]F6

2 - Standing Stones
Marking something of importance.
Obstacles: B2, B5, E2, E5
Difficult Terrain: B3, F1, F5
Spawns: [1]A1, [2-3]B6, [4-5]D2, [6]F4

3 - Tomb
Resting place of great warriors and royalty alike.
Obstacles: C1, C3, C5, D1, D3, D5
Difficult Terrain: C6, D6
Spawns: [1-3]B1, [4]C4, [5]E6, [6]F1

4 - Single Statue
Larger than life depicting someone of great importance.
Obstacles: A3, A4
Difficult Terrain: B3, B4
Spawns: [1]A6, [2-3]B3, [4-5]F1, [6]F6

5 - Old Gateway
The door is removed, leaving no security in or out.
Obstacles: E1, E6
Difficult Terrain: D1, E2 to E5, F6
Spawns: [1-2]B2, [3]B5, [4-6]F5

6 - Smithy
The embers are now cold in this shop.
Obstacles: B6, C1, C2, D1, D2
Difficult Terrain: C3, C6, D6, E1, E6
Spawns: [1]A1, [2]A6, [3-4]D3, [5]F1, [6]F6

12 WYRD | Playtest
LOCATIONS - D6 RESULTS OF 4

Roll 1d6 and use the result for your Location:

1 - Tunnels
Safety through the underground.
Obstacles: A4, B2, B3, B6, C1, C6, D1, D5, E3, E4, F2
Difficult Terrain: None
Spawns: [1-3]A6, [4]C3, [5-6]F1

2 - Fort
Well protected with tight hallways.
Obstacles: A3 to A5, B2, B6 to D6, C1 to E1, D3 to F3, E5, F1, F4
Difficult Terrain: D4, E4
Spawns: [1]B4, [2]D4, [3-6]F2

3 - Graveyard
Many empty graves lay here.
Obstacles: A2, C2, C4, E2, E4, E6
Difficult Terrain: A4, A6, C6, E3
Spawns: [1-2]A3, [3]B6, [4-5]E1, [6]F6

4 - Library
No longer a place of study.
Obstacles: A6 to C6, B2 to E2, B4 to E4,
Difficult Terrain: C3, D3, D6, E5, E6
Spawns: [1-2]A1, [2-3]B5, [4]E3, [5-6]F6

5 - Prison
Broken cells now rusted by the elements.
Obstacles: A1, A3, A4, A6, B1, B3, B4, E1, E3, E4, E6, F1, F3, F4, F6
Difficult Terrain: A2, B2, B6, D4, F2
Spawns: [1]A2, [2]A5, [3]C6, [4]D1, [5]F2, [6]F5

6 - Cellar
Boxes, crates, casks, and dust.
Obstacles: A1, A2, A5, A6, B1, B2, C4, E2, E6, F2, F3, F6
Difficult Terrain: B5, D6, E3
Spawns: [1-2]B5, [3]C1, [4]F1, [5-6]F4

WYRD | Playtest 13
LOCATIONS - D6 RESULTS OF 5-6

Roll 1d6 and use the result for your Location:

1 - Streets
Rows of houses long abandoned.
Obstacles: A1 to A6, B2, B3, B6, E6, F2 to F6
Difficult Terrain: C1, C5, E5, F1
Spawns: [1-2]B2, [3]B5, [4-5]E5, [6]F1

2 - Barricaded Streets
The way forward is blocked.
Obstacles: A1, A2, A5, A6, B1, E1, F1, F2, F5, F6
Difficult Terrain: B5 to D5, D2, D3
Spawns: [1-2] A4, [3]D1, [4-5]F3, [6]C6

3 - Bridge
Cross the murky waters below.
Obstacles: A2 to F2, A5 to F5
Difficult Terrain: None
Spawns: [1-3]A3, [4-6]F4

4 - Out-houses
For when nature calls.
Obstacles: B2, C5, E2
Difficult Terrain: A2, A6, D5, E3, F6
Spawns: [1]A2, [2]A6, [3]D5, [4]E3, [5]F1, [6]F6

5 - Storerooms
Crates stacked high, many broken and empty.
Obstacles: A1, A5, C2, C6, E3 to E5, F1
Difficult Terrain: A2, A4, B1, D6, E1, E6, F2
Spawns: [1]A6, [2-3]B2, [4]E2, [5-6]F6

6 - Shrine
Abandoned to time, the deity is no longer visible.
Obstacles: A1, A6, E3, E4, F1, F3, F4, F6
Difficult Terrain: B1, B6, D3, D4, E2, E5, F2, F5
Spawns: [1-2]A2, [3]B5, [4-5]D4, [6]F2

14 WYRD | Playtest
WYRD | Playtest 15
ENEMIES

Skeleton - Health 3, Range M-A Ghoul - Health 4, Range M-A


1 - 3: Move 1, Harm 1 1 - 4: Move 1, Harm 1
4 - 5: Move 1, Harm 2 5 - 6: Move 2, Harm 2
6: Move 2, Harm 1, Block 1
How Enemies Work Were-beast - Health 16, Range
Skeleton Archer - Health 3, M-A
Each enemy has a Range 1-2 1-3: Move 2, Harm 2, Push 2
Health value, used the 1 - 4: Move 1, Harm 1 4-5: Move 2, Harm 3, Pierce 1
same as for player 5 - 6: Move 1, Harm 2, Pierce, 6: Move 3, Harm 3, Cleave 2
characters. Reload
Cultist - Health 3, Range M-A
Next, the Range Skeleton Captain - Health 6, 1 - 3: Move 2, Harm 1
indicator. This is the Range M-A 4 - 5: Move 1, Harm 2
guiding factor for 1 - 2: Move 2, Harm 3 6: Move 1, Harm 3
moving an enemy 3 - 5: Move 1, Harm 1, Block 2
during combat. An 6: Move 2, Harm 4, Cleave Revenant - Health 8, Range M-
enemy will always 2
move to reach their Troll - Health 10, Range M-A 1 - 2: Move 2, Harm 2, Heal 1
Range value, moving in 1 - 4: Move 2, Harm 4, Block 2 3: Move 2, Pull 2, Harm 2
a friendly dance with 5: Move 2, Harm 3, Pierce 4-6: Move 1, Harm 2, Stun
other enemy 6: Move 1, Harm 3, Pull 1, Cleave
characters so that
everyone can get in on Vampire - Health 12, Range M-A
the fighting, 1 - 2: Move 2, Harm 2, Heal 3
3 - 5: Move 2, Harm 3, Stun,
Lastly, the enemy rolls Block 2
1d6 at the start of their 6: Move 3, Harm 3, Pierce 2,
turn. The value of the Concealed
die indicates what the
enemy does for that
turn. Follow the Turn
Steps for the full
breakdown.

16 WYRD | Playtest
THREATS
How Enemies Choose
a Target Threats are the enemies encountered in the Combat. Each threat
comes with a set of enemy types as a result. Roll 1d6 and compare
An enemy will always your result to the following:
go for the following, in
order: 1 - 1 Skeleton Captain, 2 Skeletons (Rewards - 1)
1 - Target with the 2 - 2 Skeletons, 1 Skeleton Archer (Rewards - 1)
least amount of HP 3 - 1 Skeleton Archer, 3 Ghouls (Rewards - 1)
and is within range to 4 - 2 Cultists, 1 Vampire (Rewards - 2)
deal Harm 5 - 1 Were-beast (Rewards - 3)
2 - Target that is 6 - 1 Revenant, 2 Ghouls (Rewards - 2)
closest to the enemy
and can be dealt Harm PLACING THREATS
3 - Random target by
rolling a d6 When determining the starting place for threats, roll 1d6 and
compare the result to the Spawns coordinates for the current
Ranged Attacks location. Select the coordinate in the list that shares the sequential
value of your die result.
Ranged attacks are
only allowed when the Place the first enemy from the Threats result in the coordinate.
target of the attack is Continue to place the next listed enemies, if applicable, starting in a
not sharing a cell with clockwise motion around the first. If you run out of space, remember
a friendly character. that 2 characters can occupy the same coordinate.
Remember this when
placing your party and If there are obstacles, choose an adjacent space to the obstacle when
when making placing the enemy.
movement choices on
the combat board. PLACING THE PARTY

A character, friend or When determining the starting place for your party, roll 1d6 and
foe, using a Ranged compare the result to the Spawns coordinates for the current
weapon (indicated by 1 location. Select the coordinate in the list that shares the sequential
- X distance), cannot value of your die result. If the coordinate is the same as the enemies
cause Harm with the starting location, roll again for a new value. Repeat as necessary.
Ranged weapon when
an enemy is in the Place any character from your party in the coordinate. Place each
same cell as them. additional party member in any adjacent space. If you run out of
space, remember that 2 characters can occupy the same coordinate.

If there are obstacles, choose an adjacent space to the obstacle when


placing the character.

WYRD | Playtest 17
MODIFIERS

Roll 1d6 and compare the result to the 3 tables. Roll an additional
1d6 for your Modifier.

On a result of 1-2:
1. Ambush: Place one enemy in the starting position of each of
your characters.
Wyrd Stone 2. Makeshift Weapons: A character attacking on a difficult terrain
space deals 1 additional Harm.
Wyrd Stone gives an 3. Raging Fires: All difficult terrain counts as Fire (3 Harm).
immediate boost to Enemies will avoid it when possible.
Harm for the first 4. Wyrd Stone: Roll 2d6. High roll determines the X, low
character to end their determines the Y. Place one Wyrd Stone at this location. If the
Move on it. Remove the location is an obstacle, roll again. Perform twice.
Wyrd Stone from the 5. Rats: Each character rolls 1d6 on their activation. On a result of
play area and add +1 1, they take 1 Harm.
Harm to all attacks 6. Falling Debris: At the end of each roll 2d6. High roll determine
done by the character X, low determines Y. Place one obstacle at that location. Harm 3
until the end of the to all characters on the space when placed. Push 1 all characters
combat. on the space, opposite directions if possible.

On a result of 3-4:
Fire 1. Fog: Max Range is 1 for all characters.
2. Downpour: All dice values are decreased by 1.
During the Deal Harm 3. Chills: Reduce Move by 1 (to a minimum of 1) for all characters.
stage of each turn the 4. Tremors: Roll 1d6 before Move on each character. On a result
Fire deals Harm to of 5-6, the character cannot Move.
each character on a 5. Shadows: Roll 1d6 for each character at the start of Combat. On
space with Fire. a result of 1, they are removed from the Combat.
6. Separated: Roll for another Spawn location for your
Companions. They start at the new location.

On a result of 5-6:
1. Mystery Mushrooms: Any character that ends their turn on a
difficult terrain location gains Poison.
2. Traps: Roll 2d6. High roll determine X, low determines Y. Place
a 2 Harm trap on the location. Perform 3 times.
3. Miasma: All Harm is reduced by 1.
4. Magic Numbing: Characters cannot use Spells.
5. Wild Wyrd: All Harm is increased by 2.
6. Calm: Nothing!

18 WYRD | Playtest
VII THE COMBAT TURN

Line of Sight (LoS) A combat turn is composed of 5 steps. These steps are done in
sequential order using all characters that are currently on the
LoS is determined by combat board. The order is as follows:
drawing a straight line
from one corner of the ACTIVATE ENEMIES
attacker’s space to Roll 1d6 for each enemy on the combat board. Consult their actions
another corner of the to determine what they do.
target’s space. If any
obstacles intersect this MOVE ENEMIES & PERFORM ACTIONS
line, LoS is not Move each enemy, one at a time, to their closest range where they
possible and the attack can attack. Enemies can move through each-other but no more than
cannot be made. 2 can occupy a single space.

Determining When to ACTIVATE PLAYER CHARACTERS


Use Keywords Roll d6 equal to the total Stamina for all characters currently on the
combat board. Assign the d6 to characters equipment and actions as
As you, the player, you wish. Any equipment or action can only be used once per turn.
control all actions of
both the enemy and MOVE PLAYER CHARACTERS
your adventuring You may move up to the total Movement value for characters that
party, it may be easy have used an equipment or action providing it. A character can also
to give yourself the choose to stay still.
‘edge’ in combat. You
should try to use DEAL HARM AND KEYWORDS
Keywords for enemies All Harm is now deal at the same time. Always apply Block before
when they make the Harm, reducing the total. Other keywords, such as Push and Pull,
most sense. For happen now, done as you see logical. Remove any enemies or
example: characters reduced to 0 Health or less.

An enemy Troll will


Pull 1 on their d6
result of 6. It most
likely uses this before
performing Harm as
surrounding itself with ENDING COMBAT
other targets benefits Combat is won if the player kills all enemies on the combat board, or
it’s Cleave keyword for completes an objective set for the encounter. The combat is lost if
the same result. the enemy kills all player characters.

WYRD | Playtest 19
VIII AFTER COMBAT

REST AND RESTORE

Once combat is completed, the player will determine any permanent


Wounds to their party members taken out of combat during the last
fight. To do so, roll 2d6 for each character removed and compare the
total to the following:

2-3: The character is permanently killed (roll twice for Leader)


4-6: -1 Max Health (minimum 2 Health)
7-10: Full recovery (no lasting effects)
11-12: -1 Max Stamina (minimum 1 Stamina)

If the character is permanently killed, they are removed from the


party. If the Leader is killed, the current quest immediately ends. All
surviving characters are then restored to full Health.

EXPERIENCE

All player characters that are not permanently killed gain experience
(XP) for completing combat. Calculate the total XP gained by a each
character using the following:

1XP - Not removed from the combat board


1XP - Defeated at least 1 enemy
1XP - Finished the combat within 5 turns
2XP - No player characters removed from the combat board

LEVELING UP

A character can spend XP to increase their abilities, up to the limite


listed for the following:

5XP - Max Health +1 (max 5 times)


10XP - +1 Move (max once)
15XP - +1 Harm for all weapons (max 2 times)
20XP - +1 Block (max once)

20 WYRD | Playtest
WYRD | Playtest 21
REWARDS

Players should roll 2d6 for the loot their find after battle by referring
to the Rewards number listed for the encounter. If a player lost the
combat encounter, or retreated, they do not roll for Rewards.
End of Turn (EoT)
Choose one die to be the 10’s and the other to be the 1’s. Compare
When you see the the results to the d66 list provided on the next page.
abbreviation EoT, the
listed effects only last UPGRADES
until the very end of
the current turn. Some rewards will allow you to choose any basic level equipment to
apply the upgrade to. If you have an item with an upgraded already
Ignore applied it is not eligible for another upgrade.

When you see ‘ignore’ Some rewards will be unique weapons, armour, and equipment.
listed in the Info and There is no limit to the number of unique rewards a character has
Keywords section, equipped but follow the same rules for total equipment as found in
assume that the the Getting Started section of the rules.
reward cancels the
Keyword READING REWARDS
accompanying the
word. For example: Info and Keywords will provide the rules for the found reward.
ignore Bludgeon would Follow these the same as you would for all other weapons, armour,
cancel the Bludgeon equipment, and items. Use the Dice Value result for the needed dice
keyword when used value to use the reward. If no Dice Value is listed:
against the character
with the reward. 1. Use the same dice value requirements for weapons and armour
that you choose to upgrade
2. If the Type is Item, no die result is required to use it
3. If the Type is Equipment, no result is required to use it unless
otherwise stated

22 WYRD | Playtest
Dice
D66 Rewards Type Info and Keywords Value

11 Master-Crafted Weapon Any Weapon Chosen Weapon gains +1 Harm

12 Herbal Remedy (x2) Item (single use) Heal 3, remove Poison


13 Belt of Strength Equipment Push 1 1-3
14 Superior Armor Any Armour Chosen Armour gains +1 Block
15 Cleaving Weapon Any Melee Weapon Chosen Weapon gains Cleave 1
16 Blade of Morning Weapon (1H, M-A) Harm 2, Cleave 1, Fire 1 4-6
21 Poisoned Arrows Equipment Ranged attacks gain Poison 1
22 Ghost-walk Potion Item (single use) Move 2, and Critical 2 until EoT
23 Good-eye Eyepatch Equipment +1 Range with Ranged weapons
24 Reinforced Shield Any Shield Shield gains +1 Block
25 Tailored Clothes Armour Move 2, Dodge 1-5
26 Honey Cakes Item (single use) Heal 4, +1 Block until EoT
31 Throwing Axes Weapon (1H) M-1, 2 Harm, Reload on Ranged 3-6
32 Reinforced Greaves Equipment +1 Block, -1 Move
33 Great Shield Weapon (1H) Block 2, -2 Move, ignore Bludgeon 1-3
34 Herbal Tea (x3) Item (single use) Heal 3
35 Dancer’s Scimitar Weapon (1H, M) Harm 2, Move 1, Parry 2 4-6
36 Winged Helmet Equipment -1 Range for Ranged attacks, +1 Block
41 Magician’s Reminder Equipment Gain 1 additional Spell cast per Combat
42 Wizard’s Walking Stick Weapon (1H, M - A) 1 Harm, +1 Harm for Spells, Allows Spells 3-6
43 Gauntlets of Blood Equipment +1 Harm when ½ Health or less
44 War-banner Weapon (1H, M - A) 1 Harm, Rally 5-6
45 War-hound Companion Equipment +2 Harm in Melee Range 1-3
46 Keen Weapon Any Ranged Weapon Chosen Weapon gains Pierce
51 Slayers Weapon Any Weapon Chosen Weapon gains Critical 2
52 Enchanted Cloak Equipment Health +1, Heal 1 1-2
53 Firebombs Item (single use) Range 1 - 2, Harm 2, Fire 2
54 Heavy Warhammer Weapon (2H, M - A) Harm 4, -1 Move, Bludgeon 4-6
55 Rune Carved Armour Armour Block 2, Move 2, ignore Critical and Stun 1-3
56 Potion of Revival Item (single use) Heal maximum HP
61 Headsman’s Axe Weapon (2H, M - A) Harm 3, Push 1, Stun 5-6
62 Parrying Buckler Weapon (1H) Block 1, Parry 2 1-4
63 Duelist’s Sheath Equipment Deal Melee Harm before Target 1-2
64 Inspiring Weapon Any Melee Weapon Chosen Weapon gains Rally
65 Plate of the Warden Armour Move 2, Block 3, ignore Push and Pull 1-3
66 Book of Magical Arts Equipment Spells gain Critical 1, Allows Spells 1-2

WYRD | Playtest 23
IX KEYWORDS

Block X KEYWORDS

Block provides damage Block X - Apply Harm taken to Block up to maximum, taking Harm
reduction up to the after the total Block is reached
total amount for the Bludgeon X - If target has Block, +X Harm to the target
character. Once the Cleave X - X Harm to adjacent targets other than the primary
total Harm taken Concealed - Character cannot be targeted by Ranged attacks
exceeds the total Block Critical X - If target did not attack this character and this character
amount for the took no Harm this turn, +x Harm to their attack
character, the Dodge - Move 1 before Harm is dealt but cannot deal Harm that turn
character takes Harm Fire X - Deal X damage to target and all characters on the same
as per normal. Block space as the target
can be used each Turn, Fly - Ignore Obstacles and Move penalties from Difficult Terrain
when applicable. Harm X - Mark X damage on the valid target. When the character’s
damage is equal to their max Health, they are removed from combat.
Think of Block as a Heal X - Restore up to X Harm to the user or target within range,
regenerative HP for the not exceeding their Health total.
character. Move X - Move the character up to X space orthogonally (up, down,
left, or right) in any combination up to the total Move.
Parry X - Prevent Harm up to 2 total from Melee attacks, deal X
Harm
Pierce X - If target has no Block, +X Harm against them
Poison X - Target takes X Harm at the end of each turn
Pull X - Target is moved directly towards the user equal to the given
number up to Melee range. (orthogonally only)
Push X - Target is moved directly from the user up to the given
number or up to an obstacle. Difficult terrain does not cost extra.
(orthogonally only)
Rally - Target friendly character within 2 spaces makes a free Move 1
Reload - Character cannot use this weapon next round
Stun - Target cannot cause Move next turn
Swarm - Any enemy characters that share the same space with this
character cannot move out of or through the space
Topple X - If character moved into Melee range with the target this
turn, gain +1x Harm against the target this turn

24 WYRD | Playtest
X CONTINUING THE GAME

WHERE TO GO FROM HERE?

Players should try out multiple Combat encounters and level up


their adventuring party. Trying new weapons, armour, and gear
combinations is also encouraged, seeing what works for the player
and their approaches to tackling combat.

An objective that the author works towards during play-testing is


reaching 5 survived Combats in a row. At that time, the group is
retired and a new one is formed!

WYRD | Playtest 25
Notes

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