WYRD - Playtest v3 (Pages)
WYRD - Playtest v3 (Pages)
Revision 3
DESIGN WRITING
EDITING ART
www.sleepysasquatchgames.ca
TABLE OF CONTENTS
Introduction 3
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
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
Keywords 24
Keywords 24
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 | Playtest 3
II GETTING STARTED
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
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
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
1-2: Move 2
Archer 3 1-3 3-5: Move 1, Harm 3 15
6: Harm 4, Pierce 2
8 WYRD | Playtest
UPGRADING COMPANIONS
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
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.
WYRD | Playtest 11
LOCATIONS - D6 RESULTS OF 2-3
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
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
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
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.
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.
WYRD | Playtest 19
VIII AFTER COMBAT
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:
LEVELING UP
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
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
WYRD | Playtest 25
Notes