0.1. Save Time Reading

This book is divided into 3 parts:

For simplicity, the first two Parts of this book address the Players directly (not the Game Master.)

Glossary

This book assumes that you have some knowledge of Tabletop Roleplaying Games. As such, you may come across terms that you do not recognize. The Glossary contains a full description and some examples of each term. If you are reading this book digitally, you can also click on a term to go to its Glossary definition.

Appendix

The Appendix contains lists of content for the game, such as Abilities, Conditions, map features (like Zones), and much more.

Callouts

Callouts can help you save time while reading.

Below are examples of each callout type:

Caution: ...

Cautionary notes on pitfalls or common mistakes. Caution Boxes are more important to read than other boxes.

Tip: ...

The "Tip" boxes point out strategies and rule implications that may help you avoid common pitfalls.

Novice Note: ...

The "Novice Note" boxes are mainly for those new to Table Top Roll Playing Games.

Veteran Note: ...

The "Veteran Note" boxes are for those familiar with TTRPGs. These often explain things more succinctly using other TTRPGs as examples.

GM Note: ...

GM Notes provide tips or rule details that the "Game Master" may need to know, but that Players can generally skip reading.

Example(s)

The "Example(s)" boxes show examples of the game in action.

Most examples will use the characters #Alice, #Bob, #Carol, and #David to describe situations. These characters also have complete character sheets found in the Appendix.

Blocks

These blocks look like callouts, but will contain a full description of an Ability, creature, Item, etc.

We will explore how to read these blocks more in future chapters, but as an example, the Melee Attack Ability from the Basic Ability List in the Appendix is as follows:

Melee Attack

Time: Action Target: any in Swinging Distance(1u)
Trigger: When the target leaves Swinging Distance(1u) of you and is not Sneaky
Test: Fighter Stat
Effect: Attack

Fighter Stat Score:

See Melee Weapon. Grants +1 Damage. Only one can be used per Melee Attack.
Bonuses:
Penalties:
  • Forced Entry. This attack counts as Loud when attacking an object or attempting to force your way into a container, through a door, etc.
  • Improvised Maneuver. Disadvantage when attempting an improvised maneuver to trip or shove an opponent. The GM will describe what may be possible and if there will be a saving throw for your target before you commit to using this Ability.
  • Improvised Weapon. If you are using an improvised weapon, you can Wield it as a Melee Weapon that matches, but gain a Disadvantage on the Test.
Basic Ability or Fighter Upgrades:

Next Up: 0.2. Why Play Kleptonomicon