- Usage die from the Black Hack. An item with charges has a usage die associated with it.
Each time a charges or charges are used, roll the usage die: if the result is 1 or 2, the
then the usage die is downgraded to the next lower die in the following chain:
- d30 > d20 > d12 > d10 > d8 > d6 > d4
- When you roll a 1-2 on a d4 the item is expended and the character has no more of it
left or there are no more charges.
- Proficiency with weapons, armour, and tools (e.g. thieves tools) are determined by
class. If you are not proficient with an item, you can still use it but with a penalty. (What
penalty? -2, -4, or -5 on d20?)
Shields shall be splintered: lose your shield to avoid taking damage from an attack; can decide
after damage is rolled.
Helms shall be sundered: lose your helm to avoid taking damage from an attack: can decide
after damage is rolled. Stunned for 1d4 rounds.
Tasks: roll d20 under a relevant attribute. Lower, success; higher, failure; spot on, succeed with
a complication. Natural 20: botch with serious consequences (damage or serious setback);
natural 1, stellar success with unhoped-for bonus.
Skills: if your class or background plausibly gives you some kind of skill at a task, roll d20
under a relevant attribute with advantage (i.e., roll two and take the best result).
Attacks: Critical hit (natural 20): regain hp equal to 1d6 x level or roll on Arduin Critical Hit table.
Your enemies do the same, but randomly (1-3 hp boost, 4-6 crit table).
Fumble (natural 1): Consult the damage die: 1-5, stumble or lose grip, spend one round to
recover; 6, break weapon.
Injury and death: When reduced to 0 hit points, save vs death: if successful, you are
unconscious for 1d6 rounds then awaken at 1 hp. Failure signifies death. (Does not apply to
critical hit results that cause death.)
Spellcasting:
Spellcasters have a grimoire (MUs) or a holy book (clerics) containing the spells they know.
Non-literate spellcasters have analogous mnemonic devices (string of bones, carved staff,
inscribed stones, etc.).