Freeblade

Credits

Concept, Rules and Layout: René-Pier Deshaies-Gélinas

Miscellaneous

  • Border art by Alderdoodle (alderdoodle.co.uk)
  • Heading text font: Old Forge
  • Body text font: Candara
  • Table entry font: Numbus Sans L
  • Character sheet helper text font: Roboto Condensed

Inspirations

Freeblade draws inspiration from many other games and systems that came before it. If you have not heard of them, we highly recommend you check them out.

This game would not exist without the foundations laid by these amazing projects and their brilliant creators.

  • MÖRK BORG, by Pelle Nilsson and Johan Nohr
  • Mausritter, by Isaac Williams
  • The Black Hack, by David Black
  • Into the Odd, by Chris McDowall
  • Cairn, by Yochai Gal
  • Shadowdark, by Kelsey Dionne
  • DURF Expanded, by Emiel Boven

License

Freeblade is released under an open license. You are free to use it to create your own game built on its rules or to develop compatible third-party material.

Attribution Text

If you use our Licensed Material in your own published work, please credit us in your product as follows:

This product is based on Freeblade, published by Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas, and is licensed for use under the Open RPG Creative License. This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein.

What Is This

Freeblade is an old-school style fantasy adventure roleplaying game about wanderers in a world of magic, fantastical creatures, and forgotten places. Players take the role of freeblades, bound to no lord or guild, carving their own path through a land filled with mystery and danger. This game is a toolkit of rules, systems, procedures, and tables designed to support any fantasy roleplaying setting, but also comes with its own world, The Grimroad, a dark-fantasy setting which you can use to play right now.

How To Play

The goal of this game is to explore a fictional world and see an emergent story unfold over time.

One player takes the role of the Referee, the neutral voice of the world, who describes a believable setting, presents problems and opportunities, and decides when rules should be used and how they should be interpreted.

The other players each control a character, interpreting what they see and feel, and deciding how they act.

The game revolves around a conversation: the Referee describes a scene, players ask questions and declare actions, outcomes are resolved through fiction or rules, the world changes, and the conversation resumes.

Dice

This game uses polyhedral dice. They are written as D followed by a number indicating which die to roll. D4 is a four sided die, D6 is a six sided die, and so on. A number before the D means roll multiple dice and add the results together. 2D6 means roll two six sided dice and sum the results.

Other notations include:

  • D2: Roll a D6. Results of 1 to 3 count as 1, and 4 to 6 count as 2.
  • D3: Roll a D6. Results of 1 to 2 count as 1, 3 to 4 count as 2, and 5 to 6 count as 3.
  • D66: Roll a D6 twice. The first roll is the tens digit and the second is the ones digit. Results range from 11 to 66, for a total of 36 possible outcomes.

Play Materials

Each player needs a character sheet, a set of polyhedral dice, and a pencil with an eraser. The Referee also needs a digital or printed copy of this book.

Rulings

This game includes a resilient, hackable set of rules, but they will not cover every scenario you encounter. You are expected to bend, break, and rebuild them to suit your table. This game is yours; consider this our permission to do whatever you want with it.

Play Ethos

The world is dangerous. Be clever, and do not fight fair. Play to find out what happens. The world is indifferent to your wishes and follows its own laws. Have fun, this is a game after all.

Characters

To create a character, go through the following steps.

1. Abilities

A character has four core Abilities that define their capabilities in different situations.

Strength represents might and power. This Ability also determines the number of Slots a character has for carrying items and bearing conditions.

Dexterity represents agility and finesse. This Ability also determines Focus, a per-session reserve that can be spent to reroll dice, give an attack Advantage, or impose Disadvantage on an incoming attack.

Presence represents willpower and charm. This Ability is used to resist the strain of casting Spells and determines how many Spell books a character can refill during a Long Rest.

Constitution represents toughness and resistance. This Ability determines starting Hit Points, a measure of the number of injuries a character can sustain before they die, and is used to resist fatigue, poison, and disease.

Distribute +2, +1, 0, and -1 on the Abilities, or roll 2D6 for each using the list below. If no score is +1 or higher, reroll all Abilities.

  • On a 2, set the Ability score to -3.
  • On a 3, set the Ability score to -2.
  • On a 4 to 5, set the Ability score to -1.
  • On a 6 to 8, set the Ability score to 0.
  • On a 9 to 10, set the Ability score to +1.
  • On an 11, set the Ability score to +2.
  • On a 12, set the Ability score to +3.

2. Hit Points

Hit Points represent the number of injuries a character can sustain before they die. Set the character maximum Hit Points to Constitution + 6.

3. Focus

Focus is a per-session reserve that can be spent to reroll dice, give an attack Advantage, or impose Disadvantage on an incoming attack.

Each session, a character Focus is set to the character Dexterity score, up to 3.

Unspent Focus is lost at the end of each session and does not carry over.

4. Slots

Slots measure how much a character can carry and how many conditions they can bear. Set the character total Slots to Strength + 10.

5. Starting Backgrounds

Characters start the game with a number of items. Standard items take 1 Slot, bulky items take 2 Slots, and petty items take no Slots. Identify the character highest Ability score. If there is a tie, choose the Ability. Then roll 1D6 on the matching table below to determine the character background. Each background comes with a starting set of belongings the character has at the start of the game.

6. Additional Details

Lastly, roll or choose on the Details tables available on the next page to flesh out the character more. Note down the character name and preferred pronouns. The character can now start their journey!

Belongings

Each character begins with a bundle of torches (D6 Uses), pack rations (D6 Uses, petty), and 3D6 x 10 coins (petty). Identify the character’s highest Ability score. If there is a tie, choose the Ability and roll on the following table to determine the character’s background and their additional set of items.

Strength Backgrounds 1D6

1D6Strength Backgrounds
1Soldier: Greatsword (D10, bulky), chain armor (D6), rope (50ft), spikes, whetstone.
2Blacksmith: Battle axe (D10, bulky), leather armor (D4), tongs, hammer, bellows.
3Guard: Polearm (D10, bulky), shield (D6), manacles, whistle, horn.
4Farmer: Spear (D8), cloak, shovel, chicken, sack.
5Sailor: Cutlass (D8), leather armor (D4), grappling hook, tar, rum.
6Outlaw: Halberd (D10, bulky), leather armor (D4), crowbar, lockpicks, caltrops.

Dexterity Backgrounds 1D6

1D6Dexterity Backgrounds
1Thief: Dagger (D6), leather armor (D4), lockpicks, mirror, caltrops.
2Hunter: Short sword (D8), leather armor (D4), snare wire, trap, knife.
3Scout: Crossbow (D8, bulky), leather armor (D4), map case, chalk, spyglass.
4Messenger: Shortbow (D6, bulky), cloak, satchel, wax, whistle.
5Servant: Knife (D6), robe, disguise kit, poison, soap.
6Performer: Rapier (D8), cloak, makeup kit, cards, costume.

Presence Spell Books

Characters with Presence as their highest Ability score own a number of spell books equal to their Presence score. Each spell book takes 1 Slot in a character’s inventory. To determine which book a character possesses, pick or roll on the Spell Book tables found on the following pages. These cannot be copied or crafted through ordinary means and are usually found in places of knowledge, power, or danger.

Presence Backgrounds 1D6

1D6Presence Backgrounds
1Priest: Mace (D8), robe, holy symbol, incense (D6 Uses), bell.
2Scholar: Staff (D6), robe, spellbook, ink and quill, lens.
3Hermit: Staff (D6), cloak, charm pouch, bones, herbs (D6 Uses).
4Noble: Short sword (D8), cloak, signet ring, perfume, letter of credit.
5Scribe: Dagger (D6), robe, blank book, seal, wax.
6Pilgrim: Club (D6), leather armor (D4), prayer book, bandages (D6 Uses), staff.

Constitution Backgrounds 1D6

1D6Constitution Backgrounds
1Healer: Club (D6), leather armor (D4), herbs (D6 Uses), bandages (D6 Uses), salve.
2Miner: Pick (D8), leather armor (D4), shovel, lamp, oil (D6 Uses).
3Cook: Cleaver (D8), leather armor (D4), pot, spices, meat.
4Fisher: Spear (D8), cloak, net, fishing kit, flask.
5Laborer: Hammer (D8), shield (D6), pry bar, rope (50ft), nails.
6Monk: Staff (D6), robe, prayer beads, tea tin, blanket.

Details

Here are some additional rolling tables you may roll on or pick from to help refine your character’s appearance, personality, and more. There are also tables for generating character names.

1D6Face
1Round
2Long
3Wide
4Plain
5Lined
6Scarred
1D6Eyes
1Piercing
2Gentle
3Cold
4Weary
5Bright
6Distant
1D6Hair
1Short
2Long
3Curly
4Braided
5Bald
6Gray
1D6Physique
1Slim
2Stocky
3Muscular
4Heavy
5Tall
6Short
1D6Clothing
1Old
2Fancy
3Odd
4Trendy
5Dirty
6Patched
1D6Mannerism
1Fidgets
2Stares
3Laughs often
4Mumbles
5Gestures
6Never smiles
1D6Speech
1Loud
2Mysterious
3Slow
4Fancy
5Rough
6Soft
1D6Virtue
1Brave
2Patient
3Kind
4Loyal
5Curious
6Honest
1D6Flaw
1Proud
2Greedy
3Rash
4Stubborn
5Restless
6Fearful
1D6Drive
1Freedom
2Justice
3Wealth
4Revenge
5Duty
6Survival
1D20Names
1Alder
2Bram
3Cora
4Dain
5Elin
6Finn
7Mira
8Tessa
9Garron
10Haldor
11Ilya
12Jora
13Kellan
14Lysa
15Orrin
16Petra
17Rook
18Sable
19Thane
20Uma
1D20cont.
1Vale
2Wren
3Yara
4Zane
5Aric
6Bria
7Calder
8Della
9Elden
10Frey
11Joss
12Rowan
13Kade
14Lina
15Merek
16Nessa
17Orla
18Quin
19Risa
20Sten
1D20Surname
1Ash-
2Brown-
3Green-
4Gray-
5Clay-
6Reed-
7Moss-
8Oak-
9Pine-
10Birch-
11Hazel-
12Flint-
13Slate-
14Sand-
15Barley-
16Rye-
17Swift-
18Still-
19Long-
20Short-
1D20+ suffix
1-brook
2-field
3-wood
4-hill
5-stone
6-ford
7-dale
8-moor
9-croft
10-ton
11-ham
12-worth
13-stead
14-wick
15-by
16-leigh
17-marsh
18-bridge
19-tree
20-well

Core Rules

Abilities

  • Strength: might and power.
  • Dexterity: finesse and agility.
  • Presence: willpower and charm.
  • Constitution: toughness and resistance.

Distribute +2, +1, 0, and -1 on the Abilities, or roll 2D6 for each using the list below. If no score is +1 or higher, reroll all Abilities.

  • On a 2, set the Ability score to -3.
  • On a 3, set the Ability score to -2.
  • On a 4 to 5, set the Ability score to -1.
  • On a 6 to 8, set the Ability score to 0.
  • On a 9 to 10, set the Ability score to +1.
  • On an 11, set the Ability score to +2.
  • On a 12, set the Ability score to +3.

Hit Points

A character maximum Hit Points (HP) begins at Constitution + 6 and represents the number of injuries the character can sustain before they die. Damage reduces HP. At 0 HP or lower, the character will die in a number of minutes, or Rounds, equal to Constitution + 1D4 unless helped.

Rests

  • A Short Rest (10 minutes) refills 1D4 HP.
  • A Long Rest (6 hours) refills 1D6 HP.
  • A Full Rest (1 week) refills all HP.

Focus

Each session, a character has Focus equal to their Dexterity score, up to 3. Focus is spent to reroll, give an attack Advantage (1D12 Damage), or impose Disadvantage on an incoming attack (1D4 Damage). Unspent Focus is lost at session end.

Step Dice

Step Dice help abstract time or dwindling resources. They range from D12 to D0 and step down along D12, D10, D8, D6, D4, and D0. At D0, the fiction changes or the resource is depleted. They resolve like:

  • On a 1, step down the die twice.
  • On a 2 to 3, step down the die once.
  • On a 4+, the die stays unchanged.

Slots

A character has Strength + 10 Slots for carrying items and equipment.

Items: Most items take 1 Slot. Bulky items take 2, and petty items take none. Supplies such as torches or rations have limited uses, which are tracked with a Step Die that is rolled when the item is used. At D0, the item is depleted.

Weapons and Armor: Weapons (D4 to D12) deal Damage, while Armor (D4 to D6) reduces it. Shields (D4 to D6) can block one attack completely. All equipment dice also serve as Step Dice. Roll Weapons and Armor after each combat encounter, but Shields are rolled after each use.

Conditions: A character can suffer Conditions such as fatigue, stress, broken limbs, poison, and more. Each Condition takes 1 Slot, but may take more if it worsens over time. If no Slot is available, the character must drop something to make room. Conditions hinder characters and may impose Disadvantage on certain actions, or render them impossible. Conditions must be cleared through actions in the fiction such as resting, receiving care, and more.

Checks

When a character faces a difficult challenge or tries to avoid a dangerous consequence, make a Check. Roll 1D20 and add a relevant Ability score. If the total meets or exceeds the Difficulty Rating (DR), their action succeeds.

  • A DR of 6 to 9 is routine or easy.
  • A DR of 12 is normal.
  • A DR of 15 to 18 is difficult or extreme.

Advantages: For each Advantage in the fiction, roll 1D6, and add the highest to the total. For each Disadvantage, roll 1D6, and subtract the highest from the total. These cancel each other on a one to one basis.

Criticals: A natural 20 is always a success, and a natural 1 is always a failure.

Spells

Spells live in books or scrolls and have limited uses tracked with a Step Die. Books take 1 Slot, while scrolls take none. Anyone can use magic, and Spells always take effect when used, but the caster must make a DR12 Presence Check or gain a “fatigued” Condition. After each cast, roll the Spell’s Step Die. At D0, the Spell is drained. A character may refill a number of Spell books equal to their Presence score per Long Rest. Drained scrolls cannot be refilled.

Advancements

The Referee decides when characters get an Advancement. When it happens, each adds 1D6 to their maximum HP. Then, roll 1D6 for each Ability. If the result is equal to or higher than the Ability current score, increase it by 1, up to a limit of +6.

Combat

Initiative: At the start of each Round, all roll 1D6 for initiative and act in order from the highest to lowest. NPCs act first on ties. Those caught off guard act last. Players may swap their die if they have not acted yet. Per Round, each can move a short distance and take one other action.

NPCs: NPCs are made of HP, Weapons, and Armor. At 0 HP, they are taken out.

Attacks: The attacker rolls their Weapon Die for Damage. If the defender has armor, roll their Armor Die. Subtract Armor from Damage and apply the remainder to the defender HP.

Advantages: Attacks with Advantage deal 1D12 Damage, regardless of the weapon used. Unarmed attacks or ones with Disadvantage always deal 1D4. If an attack Damage is unclear, the Referee assigns an appropriate value as needed.

Misses: When a Weapon Die rolls a 1, the attack misses. When an Armor Die rolls a 1, the armor is ignored.

Wear and Tear: When a fight ends, roll the Step Die of all Weapons and Armor used and step down as normal. At D0, the items break and must be repaired or replaced through actions in the fiction.

Die of Fate

When an outcome is uncertain, the Referee may roll a 1D6 Die of Fate. On a 1 to 3, the answer is negative, and on a 4 to 6 it is positive. The Referee may adjust the odds by assigning different X in 6 chances to the result depending on the situation.

Procedures

Basics

The following procedures use three different scales of time:

  • Rounds: Used during combat. Each Round lasts less than 1 minute.
  • Turns: Used during exploration. Each Turn is around 10 minutes.
  • Watches: Used during travel. Each Watch is around 6 hours so every day is divided into four Watches: morning, afternoon, evening, and night.

Journeying

When characters journey into the wilds, use these procedures.

Travel: Characters can travel six miles per Watch on clear terrain. Difficult terrain halves this distance. Clear paths double it.

Weather: At the start of each Watch, roll the Die of Fate to see if the weather is kind. If not, the group can either wait it out (making no progress this Watch) or press on (with Disadvantage and half travel distance). The Referee may adjust the odds based on season and climate.

Navigation: When traveling without a clear path or landmark, roll the Die of Fate to see if the characters stay on course. If not, they get lost or veer off in an unintended direction. The Referee may adjust the odds based on terrain and weather conditions.

Foraging: When foraging or hunting, roll the Die of Fate to determine if the characters find anything worthwhile. If so, increase a ration’s Step Die by 1 step. The Referee may adjust the odds based on terrain and season.

Rations: Each character must consume one ration per day, rolling its Step Die, or gain a “starving” Condition.

Long Rest: Characters may spend one Watch (6h) taking a Long Rest to recover. If they do not do this at least once a day, they gain a “fatigued” Condition.

Exploring

When characters explore wild lands or lightless reaches, use these procedures.

Movement: Each Turn, characters may move to a nearby area and take one additional action.

Light: A reliable light source is required when exploring the depths. Without one, characters have Disadvantage on all their actions and attacks. A single light source is enough for a group moving together. When igniting a new light, the player rolls the Step Die of the matching item. To track how long the light lasts, the Referee uses a duration Step Die: D4 for torches, and D6 for lanterns. Each Turn, the Referee rolls that die and steps it down as normal. At D0, the light goes out and a new one must be lit.

Short Rest: Characters may spend one Turn (10m) taking a Short Rest to recover. Resting may waste time or attract danger.

Encounters and Events

When characters travel the wilds or delve into the depths, the Referee rolls 1D6 at the start of each Turn or Watch.

  • On a 1, a random encounter occurs.
  • On a 2, signs or omens appear. The Referee starts a D6 Step Die and rolls it at the start of each following Turn or Watch. At D0, an encounter occurs.
  • On a 3, the environment shifts (terrain worsens, structure strains, or weather changes) in a meaningful way.
  • On a 4, something essential (light, spell, item, resource, mount) falters.
  • On a 5, exhaustion sets in. All must take a Short Rest or take 1D4 Damage.
  • On a 6, there is a moment of calm.

Distance: When an encounter occurs, it is 2D6 × 10 feet away. Dense terrain or darkness halves this distance, while open ground or advance warning doubles it.

Reactions: To determine an NPC’s initial reaction to the characters, roll 2D6:

  • On a 2-3, they are hostile.
  • On a 4-5, they are wary.
  • On a 6-8, they are curious.
  • On a 9-10, they are kind.
  • On an 11-12, they are helpful.

Off Guard: If an NPC is unaware, roll the Die of Fate to see if they are caught off guard. If so, they act last on the initiative in the case it triggers a combat.

Morale: If a group of NPCs loses half their numbers or a lone NPC loses half their HP, roll the Die of Fate to see if they break. If so, they attempt to flee or yield.

NPCs and Creatures

When encountering NPCs or creatures, use these procedures.

Drive: Most NPCs have drives or goals. They may accept bribes, withdraw when outmatched, or negotiate if it serves them. Violence is rarely the only option.

Hit Points: Most NPCs and creatures have 4-12 HP. Tough or large beings have 13-20 HP. Only colossal threats exceed 20 HP, up to a maximum of 30 HP.

Damage: Unarmed or weak attacks deal D4 Damage. Light weapons or attacks deal D6 Damage. Medium weapons or dangerous attacks deal D8 Damage. Heavy weapons or deadly threats deal D10 Damage. For dual attacks, roll two Damage dice (Dx + Dx) and keep the single highest result.

Armor: Most NPCs and creatures have no armor. Some have D4 armor, while hardier foes have D6. Unusual beings may grant attackers Advantage, impose Disadvantage on certain attacks, or prove immune to them entirely.

Specials: Certain NPCs or creatures may use attacks that are exceptions to normal rules. These special attacks could ask for a Check, ignore standard Weapon Dice, bypass armor entirely, inflict Conditions, or impose unusual effects.

Forces: Warbands, armies, and massive creatures count as one NPC. They ignore damage from individuals and require coordinated force or tactics to harm. At 0 HP, they are vanquished, rout, or yield.

Living World

Here are procedures to create a Land, a part of a world that feels alive and begs to be explored. Each Land is represented by a 5 × 5 flower map of 6-mile hexes.

Open the interactive hex mapping tool →

Regions

Repeat the steps below until all hexes in the Land are filled with Regions.

  1. Roll 1D6 and consult the table below to determine the Region’s type, color, and Spread Die.
  2. Drop the Region’s Spread Die onto the map; this is its start hex. If it lands off the map, reroll. If it lands on a colored hex, move it to the nearest uncolored hex.
  3. Color a number of uncolored hexes equal to the result, starting from the start hex and spreading outward. If the region gets boxed in before you place them all, place the remainder starting from the nearest uncolored hex to that region.
  4. Lastly, use the tables available below to generate the Region’s name, features and more.

Region Type 1D6

1D6Region TypeSpread Die
1Waters (rivers, lakes, coast)D6
2Wetlands (marsh, bog, fen)D6
3Lowlands (plains, meadows, flats)D4
4Uplands (hills, broken ground, rises)D4
5Peaks (mountains, ranges, ridges)D4
6Barrens (desert, tundra, salt flats)D4

Region Vegetation 1D6

1D6Region Vegetation
1Bare (not for Wetlands or Waters)
2Sparse (all terrain)
3Patchy (all terrain)
4Common (all terrain)
5Dense (not for Barrens)
6Overgrown (not for Peaks or Barrens)

Factions

Factions populate a Region and shape its conflicts, trade, faith, and everyday life. To populate the Region with Factions, follow these steps:

  1. Roll 1D4 to determine how many Factions exist in the region.
  2. For each Faction, roll 1D6 and consult the table below to determine the Faction’s type and Influence Die.
  3. Drop the Faction’s Influence Die onto the map; this is its start hex. If it lands off the map, reroll. If it lands on a hex already claimed by another Faction, move it to the nearest unclaimed hex.
  4. Claim a number of hexes equal to the result, starting from the start hex and spreading outward by coloring the borders of the hexes. This marks the Faction’s territory.
  5. Lastly, use the tables available below to generate the Faction’s name, what they want, how they’ll attempt to get it, what it has, and what they are currently doing.

Faction Type 1D6

1D6Faction TypeInfluence Die
1Highborn (court, knights, lords)D6
2Religious (clergy, monks, templars)D6
3Merchants (traders, crafts, coin)D4
4Outlaws (thieves, rogues, rebels)D4
5Mages (wizards, scholars, cultists)D4
6Wardens (druids, rangers, tribes)D4

Faction Clocks

Factions will always work toward achieving a goal. To represent this, assign each Faction a Goal Step Die and roll it between sessions. The larger the die, the longer or more complex the objective is to achieve. If unsure, use a D6. At D0, the faction reaches its goal, and the Land map changes to reflect this accordingly.

Region Names

Use the following tables to generate the name of a region based on its land type.

1D66Waters
1·2/1Wyrm-
1·2/2Mist-
1·2/3Sorrow-
1·2/4Moon-
1·2/5Serpent-
1·2/6Black-
3·4/1Storm-
3·4/2Glass-
3·4/3Silver-
3·4/4Frost-
3·4/5Dusk-
3·4/6Veil-
5·6/1Star-
5·6/2Still-
5·6/3Shadow-
5·6/4White-
5·6/5Dark-
5·6/6Grey-
1D66+ [suffix]
1·2/1-haven
1·2/2-water
1·2/3-mere
1·2/4-sound
1·2/5-ford
1·2/6-reach
3·4/1-pool
3·4/2-gulf
3·4/3-tarn
3·4/4-shore
3·4/5-lake
3·4/6-bourne
5·6/1-deep
5·6/2-bay
5·6/3-run
5·6/4-fall
5·6/5-strand
5·6/6-coast
1D66Wetlands
1·2/1Mist-
1·2/2Wail-
1·2/3Leech-
1·2/4Blight-
1·2/5Tangle-
1·2/6Bone-
3·4/1Rot-
3·4/2Venom-
3·4/3Drown-
3·4/4Gloom-
3·4/5Muck-
3·4/6Reek-
5·6/1Pitch-
5·6/2Mourn-
5·6/3Witch-
5·6/4Creep-
5·6/5Shade-
5·6/6Foul-
1D66+ [suffix]
1·2/1-mire
1·2/2-quag
1·2/3-marsh
1·2/4-sink
1·2/5-fen
1·2/6-seep
3·4/1-ooze
3·4/2-bog
3·4/3-sump
3·4/4-moor
3·4/5-slough
3·4/6-hollow
5·6/1-shallow
5·6/2-pool
5·6/3-moss
5·6/4-murk
5·6/5-swamp
5·6/6-mere
1D66Lowlands
1·2/1Green-
1·2/2Gold-
1·2/3Sun-
1·2/4Whisper-
1·2/5Wind-
1·2/6Dawn-
3·4/1Honey-
3·4/2Amber-
3·4/3Pale-
3·4/4Wild-
3·4/5Fair-
3·4/6Bright-
5·6/1Silver-
5·6/2Still-
5·6/3Long-
5·6/4High-
5·6/5Broad-
5·6/6Ever-
1D66+ [suffix]
1·2/1-mead
1·2/2-lea
1·2/3-heath
1·2/4-land
1·2/5-plain
1·2/6-field
3·4/1-stead
3·4/2-wold
3·4/3-spread
3·4/4-reach
3·4/5-down
3·4/6-grass
5·6/1-span
5·6/2-dale
5·6/3-vale
5·6/4-common
5·6/5-ward
5·6/6-march
1D66Uplands
1·2/1High-
1·2/2Crown-
1·2/3Crag-
1·2/4Stone-
1·2/5Storm-
1·2/6Hollow-
3·4/1Lone-
3·4/2Shroud-
3·4/3Thunder-
3·4/4Wind-
3·4/5Hush-
3·4/6Gale-
5·6/1Cloud-
5·6/2Grey-
5·6/3Bracken-
5·6/4Moor-
5·6/5Heath-
5·6/6Watch-
1D66+ [suffix]
1·2/1-reach
1·2/2-crest
1·2/3-fell
1·2/4-height
1·2/5-hill
1·2/6-swell
3·4/1-land
3·4/2-down
3·4/3-rise
3·4/4-ridge
3·4/5-tor
3·4/6-slope
5·6/1-mound
5·6/2-barrow
5·6/3-knoll
5·6/4-bluff
5·6/5-head
5·6/6-pike
1D66Peaks
1·2/1Ice-
1·2/2Riven-
1·2/3Dead-
1·2/4Frost-
1·2/5Doom-
1·2/6Howl-
3·4/1Bleak-
3·4/2Grim-
3·4/3Iron-
3·4/4Jagged-
3·4/5Ash-
3·4/6King-
5·6/1Broken-
5·6/2Silent-
5·6/3Dread-
5·6/4Sky-
5·6/5Wyrm-
5·6/6Giant-
1D66+ [suffix]
1·2/1-watch
1·2/2-wall
1·2/3-guard
1·2/4-crown
1·2/5-fang
1·2/6-helm
3·4/1-ridge
3·4/2-mount
3·4/3-spire
3·4/4-crag
3·4/5-horn
3·4/6-tower
5·6/1-spine
5·6/2-tooth
5·6/3-peak
5·6/4-spear
5·6/5-head
5·6/6-reach
1D66Barrens
1·2/1Scour-
1·2/2Crack-
1·2/3Ruin-
1·2/4Void-
1·2/5Raze-
1·2/6Dead-
3·4/1Curse-
3·4/2Lost-
3·4/3Scorch-
3·4/4Endless-
3·4/5Bone-
3·4/6Still-
5·6/1Char-
5·6/2Dust-
5·6/3Rift-
5·6/4Grim-
5·6/5Black-
5·6/6Waste-
1D66+ [suffix]
1·2/1-field
1·2/2-flat
1·2/3-pan
1·2/4-reach
1·2/5-scape
1·2/6-span
3·4/1-sand
3·4/2-plain
3·4/3-waste
3·4/4-land
3·4/5-sea
3·4/6-death
5·6/1-hollow
5·6/2-dune
5·6/3-scar
5·6/4-grave
5·6/5-mark
5·6/6-void

Region Features and Spark

Use the following tables when in need of generating a region’s feature or vibe.

Features 1D66

1D66Features
1·2/1Bridge
1·2/2Cairn
1·2/3Tower
1·2/4Barrow
1·2/5Circle
1·2/6Monastery
3·4/1Standing Stones
3·4/2Chapel
3·4/3Temple
3·4/4Dolmen
3·4/5Keep
3·4/6Mill
5·6/1Shrine
5·6/2Fort
5·6/3Tomb
5·6/4Abbey
5·6/5Castle
5·6/6Well

Descriptor 1D66

1D66Descriptor
1·2/1Overgrown
1·2/2Haunted
1·2/3Forgotten
1·2/4Crumbling
1·2/5Broken
1·2/6Silent
3·4/1Ancient
3·4/2Cursed
3·4/3Sunken
3·4/4Weathered
3·4/5Hidden
3·4/6Lost
5·6/1Abandoned
5·6/2Flooded
5·6/3Burned
5·6/4Warded
5·6/5Bloody
5·6/6Hallowed

Spark Theme 1D66

1D66Spark Theme
1·2/1Shadow
1·2/2Journey
1·2/3Faith
1·2/4Memory
1·2/5Power
1·2/6Ruin
3·4/1Trade
3·4/2Blood
3·4/3Death
3·4/4Fate
3·4/5Knowledge
3·4/6Vision
5·6/1War
5·6/2Truth
5·6/3Nature
5·6/4Honor
5·6/5Life
5·6/6Debt

Spark Action 1D66

1D66Spark Action
1·2/1Reveal
1·2/2Guard
1·2/3Destroy
1·2/4Transform
1·2/5Pursue
1·2/6Depart
3·4/1Gather
3·4/2Betray
3·4/3Weaken
3·4/4Bind
3·4/5Seize
3·4/6Hide
5·6/1Avenge
5·6/2Uncover
5·6/3Create
5·6/4Release
5·6/5Corrupt
5·6/6Hunt

Faction Names

Use the following tables to generate the name of a faction based on its type.

1D66Highborn
1·2/1Ash-
1·2/2Black-
1·2/3Gold-
1·2/4Iron-
1·2/5Oak-
1·2/6Raven-
3·4/1Stone-
3·4/2White-
3·4/3Wolf-
3·4/4Silver-
3·4/5Gray-
3·4/6Green-
5·6/1Storm-
5·6/2Winter-
5·6/3Blood-
5·6/4Star-
5·6/5Thorn-
5·6/6Red-
1D66+ [suffix]
1·2/1-wood
1·2/2-ford
1·2/3-vale
1·2/4-crest
1·2/5-brook
1·2/6-mere
3·4/1-mark
3·4/2-ridge
3·4/3-field
3·4/4-haven
3·4/5-tower
3·4/6-keep
5·6/1-hold
5·6/2-gate
5·6/3-crown
5·6/4-shield
5·6/5-sword
5·6/6-blade
1D66Religious
1·2/1White-
1·2/2Silver-
1·2/3Gold-
1·2/4Ash-
1·2/5Star-
1·2/6Moon-
3·4/1Sun-
3·4/2Dawn-
3·4/3Sacred-
3·4/4Holy-
3·4/5True-
3·4/6Silent-
5·6/1Blessed-
5·6/2Radiant-
5·6/3Eternal-
5·6/4Ancient-
5·6/5Iron-
5·6/6Crimson-
1D66+ [suffix]
1·2/1-flame
1·2/2-path
1·2/3-shield
1·2/4-hand
1·2/5-word
1·2/6-way
3·4/1-crown
3·4/2-heart
3·4/3-soul
3·4/4-spirit
3·4/5-grace
3·4/6-vow
5·6/1-oath
5·6/2-song
5·6/3-prayer
5·6/4-gate
5·6/5-tower
5·6/6-vigil
1D66Merchants
1·2/1Gold-
1·2/2Silver-
1·2/3Iron-
1·2/4Silk-
1·2/5Spice-
1·2/6River-
3·4/1Harbor-
3·4/2Free-
3·4/3Fair-
3·4/4East-
3·4/5West-
3·4/6North-
5·6/1South-
5·6/2Royal-
5·6/3Amber-
5·6/4Copper-
5·6/5Grand-
5·6/6High-
1D66+ [suffix]
1·2/1-road
1·2/2-port
1·2/3-gate
1·2/4-mark
1·2/5-way
1·2/6-bridge
3·4/1-cross
3·4/2-coin
3·4/3-scale
3·4/4-wheel
3·4/5-hand
3·4/6-key
5·6/1-seal
5·6/2-ring
5·6/3-chain
5·6/4-vault
5·6/5-crown
5·6/6-bond
1D66Outlaws
1·2/1Black-
1·2/2Red-
1·2/3Wild-
1·2/4Free-
1·2/5Shadow-
1·2/6Night-
3·4/1Wolf-
3·4/2Raven-
3·4/3Fox-
3·4/4Crow-
3·4/5Thorn-
3·4/6Ash-
5·6/1Iron-
5·6/2Gray-
5·6/3Broken-
5·6/4Lost-
5·6/5Scar-
5·6/6Grim-
1D66+ [suffix]
1·2/1-blade
1·2/2-knife
1·2/3-fang
1·2/4-claw
1·2/5-heart
1·2/6-hand
3·4/1-eye
3·4/2-wing
3·4/3-paw
3·4/4-blood
3·4/5-bone
3·4/6-moon
5·6/1-wind
5·6/2-stone
5·6/3-mark
5·6/4-tooth
5·6/5-scar
5·6/6-skull
1D66Mages
1·2/1Star-
1·2/2Moon-
1·2/3Silver-
1·2/4Crystal-
1·2/5Obsidian-
1·2/6Azure-
3·4/1Twilight-
3·4/2Shadow-
3·4/3Ancient-
3·4/4Hidden-
3·4/5Secret-
3·4/6Mystic-
5·6/1Deep-
5·6/2Veiled-
5·6/3Void-
5·6/4Astral-
5·6/5Crimson-
5·6/6Onyx-
1D66+ [suffix]
1·2/1-tower
1·2/2-spire
1·2/3-eye
1·2/4-hand
1·2/5-flame
1·2/6-gate
3·4/1-key
3·4/2-seal
3·4/3-rune
3·4/4-sigil
3·4/5-ward
3·4/6-mark
5·6/1-tome
5·6/2-scroll
5·6/3-vault
5·6/4-crown
5·6/5-circle
5·6/6-moon
1D66Wild Folk
1·2/1Oak-
1·2/2Ash-
1·2/3Willow-
1·2/4Thorn-
1·2/5Moss-
1·2/6Fern-
3·4/1River-
3·4/2Stone-
3·4/3Wolf-
3·4/4Bear-
3·4/5Stag-
3·4/6Raven-
5·6/1Hawk-
5·6/2Fox-
5·6/3Otter-
5·6/4Badger-
5·6/5Pine-
5·6/6Elder-
1D66+ [suffix]
1·2/1-root
1·2/2-leaf
1·2/3-bark
1·2/4-branch
1·2/5-shadow
1·2/6-song
3·4/1-path
3·4/2-walker
3·4/3-runner
3·4/4-strider
3·4/5-tracker
3·4/6-watcher
5·6/1-keeper
5·6/2-heart
5·6/3-spirit
5·6/4-blood
5·6/5-fang
5·6/6-claw

Faction Goals and Assets

Use the following tables when in need of generating a faction’s goals, methods, resources, and current activities.

1D66Wants
1·2/1Conquest
1·2/2Unity
1·2/3Secrets
1·2/4Revenge
1·2/5Riches
1·2/6Balance
3·4/1Power
3·4/2Dominion
3·4/3Immortality
3·4/4Legacy
3·4/5Expansion
3·4/6Knowledge
5·6/1Protection
5·6/2Purity
5·6/3Tradition
5·6/4Freedom
5·6/5Justice
5·6/6Salvation
1D66through
1·2/1Force
1·2/2Ritual
1·2/3Deception
1·2/4Charity
1·2/5Scholarship
1·2/6Intrigue
3·4/1Magic
3·4/2Devotion
3·4/3Blood
3·4/4Propaganda
3·4/5Alliance
3·4/6Espionage
5·6/1Trade
5·6/2Intimidation
5·6/3Prophecy
5·6/4Diplomacy
5·6/5Assassination
5·6/6Law

Has… 1D66

1D66Has
1·2/1Archives
1·2/2Relics
1·2/3Monopoly
1·2/4Scripture
1·2/5Coffers
1·2/6Fleet
3·4/1Pact
3·4/2Army
3·4/3Artifact
3·4/4Sanctuary
3·4/5Oracle
3·4/6Bloodline
5·6/1Fortress
5·6/2Spies
5·6/3Mines
5·6/4Network
5·6/5Hostages
5·6/6Farmland

Is…

1D66Is...
1·2/1Smuggling
1·2/2Converting
1·2/3Searching
1·2/4Plotting
1·2/5Negotiating
1·2/6Retreating
3·4/1Warring
3·4/2Fortifying
3·4/3Building
3·4/4Purging
3·4/5Recruiting
3·4/6Trading
5·6/1Excavating
5·6/2Patrolling
5·6/3Occupying
5·6/4Infiltrating
5·6/5Summoning
5·6/6Hiding

Conversions

If you want to play Freeblade using the extensive adventures and bestiaries published for countless OSR games over the years, the guidelines below can be used to convert NPCs and creatures into the Freeblade format.

These are good baseline, but feel free to adjust the numbers in case it doesn’t feel right when used at the table.

Freeblade NPCs

In Freeblade, NPCs are defined by:

Drives: What the NPC wants, fears, or is trying to achieve. Drives inform behavior, morale, and negotiation.

Hit Points: The amount of Damage an NPC can sustain before being taken out.

Attacks: The weapons, natural attacks, or abilities used to deal Damage.

Armor/Shields: Equipment or natural protection that helps resist Damage.

Specials: Unique traits, powers, or exceptions that bend or break the standard rules of play.

Freeblade “Saves”

Many traditional, old-school games use a notion of “saves” to avoid certain special effects or attacks. When this happens, use a DR12 Check with the most appropriate Ability. Lower the DR for minor threats and raise it for especially dangerous or overwhelming effects.

MÖRK BORG

  • Hit Points: Stay the same.
  • Weapons: Stay the same.
  • Armor/Shields: Stay the same. Though Freeblade does not have D2 armor, it functions the same way as in MÖRK BORG and can be used as written.
  • Morale: Use the Die of Fate and adjust the odds to fit the situation.

Cairn

  • Hit Points: Stay the same.
  • Weapons: Stay the same.
  • Armor: Armor 1 becomes D4; Armor 2 or more becomes D6.
  • Morale: Use the Die of Fate and adjust the odds to fit the situation.

Knave

  • Hit Points: Equal to Hit Dice × 4.
  • Weapons: Stay the same.
  • Armor: Light armor becomes D4; heavy armor becomes D6.
  • Morale: Use the Die of Fate and adjust the odds to fit the situation.

Old-School Essentials

  • Hit Points: Equal to Hit Dice × 4.
  • Weapons: Stay the same.
  • Armor: Unarmored, hide, or leather is None or D4, while mail, plate, or supernatural plating is D6.

DCC

  • Hit Points: Equal to Hit Dice × 4.
  • Weapons: Stay the same. If the creature uses “funky dice” damage, round to the closest standard die.
  • Armor: Unarmored, hide, or leather is None or D4, while mail, plate, or supernatural plating is D6.

What Next

Now that you have finished reading this book, here are a few paths forward.

Play: Print these pages for reference, along with a couple of character sheets. Gather dice, pencils, and a few willing players, then step into classic high or low fantasy adventures.

Feedback: Freeblade is still evolving, and reader feedback helps sharpen both the rules and the presentation. Notes on clarity, edge cases, typos, and table use are all welcome. Visit farirpgs.com/discord or farirpgs.com/contact.

Suggestions: Freeblade is a community project. If there are additional rules, tables, procedures, or guidelines that would make the game easier to run or more fun to play, suggestions are welcome.

Third-Party Works: Freeblade is meant to be hacked, expanded, and remixed into new adventures and new games. To publish work based on Freeblade, download compatibility logos at freeblade.farirpgs.com/third-party-license and include the following notice in the published work:

This product is based on Freeblade, published by Fari RPGs (https://farirpgs.com/), developed and authored by René-Pier Deshaies-Gélinas, and is licensed for use under the Open RPG Creative License. This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein.

More: For updates, tools, downloads, and related projects, visit freeblade.farirpgs.com.