Optional Rules

Talents

When you advance, you can choose one of the following talents instead of raising an attribute. The narrator might also allow each character to choose one talent at the start of the game.

Burly: You don't have disadvantage on dexterity rolls to avoid attacks while wearing armor.

Calm: You don't have disadvantage when using a ranged weapon to attack a close target.

Courageous: You can roll charisma to gain advantage on initiative rolls even when surprised.

Deft: You can use dexterity for attack rolls with one-handed weapons.

Gentle: If you succeed on an intelligence roll to heal wounds with an even number, you heal two wounds.

Handy: You only need to roll intelligence against d6 to repair broken equipment.

Hasty: You can reload a ranged weapon without using an action.

Helpful: You don't subtract -1 from an ally's roll when you roll a natural 1 while helping.

Nimble: You can move and make a ranged or throwing weapon attack as one action.

Precise: You can help an nearby ally in combat with a ranged or throwing weapon.

Rugged: You don't have disadvantage when healing your own wounds.

Shrewd: You can roll charisma twice to increase the wealth reward for an adventure by up to 2.

Studious: You can roll intelligence up to three times to learn as many details about an adventure.

Tireless: You can carry up to seven pieces of equipment.

Trained: You don't have disadvantage with unarmed attacks. If you gain advantage with an unarmed attack, you don't have disadvantage on damage rolls, either.

Wily: You don't have disadvantage when using a throwing weapon as a melee weapon. You can use either strength or dexterity for attack and damage rolls with throwing weapons.

Skills

Whenever you try to overcome a challenge, you roll the relevant attribute and skill dice, taking the highest result. You begin the game with one skill at d6 and three at d4. Note that some genres and settings could have very different skill lists.

Modern: academics, acrobatics, animals, athletics, deception, drive, endurance, intimidation, larceny, mechanics, medicine, performance, persuasion, stealth, strategy, streetwise, survival

Science Fiction: academics, acrobatics, athletics, deception, endurance, intimidation, medicine, navigation, performance, persuasion, planetology, security, stealth, strategy, streetwise, technology, xenobiology

Fantasy: academics, acrobatics, alchemy, animals, athletics, deception, endurance, herbalism, intimidation, nature, performance, persuasion, spellcraft, stealth, strategy, streetwise, thievery