Runehack: Fairy Heist, v2


Howdy, everyone!

After several months of playtesting, and a lot of time spent writing an update, I've updated the system. By now it can hardly be called a One Page RPG, which is why the previous edition of the game has been preserved as is, titled 1pRPGJ2022 Edition.

There have been plenty of additions to version 2, as well as some changes. Here are the new additions to the system:

  • Overview and How to Play. A brief overview of the rules' contents, and a short introduction to how TTRPGs work.
  • Abilities and Roles. Keeping with the minimalistic spirit of the system, roles are the closest thing the Fairy Heist has to the classes typical to lots of TTRPGs. These follow very few rules and serve more to categorize all 36 abilities in the game into some neat archetypes.
  • Activities. These rules allow the players to manage the time their characters spend pursuing various activities, such as heists, interacting with others, working, or doing research.
  • Lifestyle Level. The characters now spend some amount of money daily for their basic needs. According to how much they spend, they can be treated differently by others.
  • Lore Expansion. More lore could now fit into the rules. Even with that, though, it's not enough to contain all of the lore for this world, so a QR code has been added, linking to the blog where I describe all about this world.
  • Map Guidelines. Revamped improved map design, advice on managing the map's difficulty, and a new table of Runetech Devices the GM can include in their game.
  • Player Tips. Found in the Roles section, these little tips should give the players some ideas for builds they could now try.
  • Roll Tables for Players. If your group needs some ideas as to how your group came together, or what NPCs they should include in their backstory, consider using these for inspiration.
  • Stolen Goods Generator. Since this is something that came up as an issue numerous times during the playtest, the GM now gets this handy set of tables to use for populating their map with many kinds of loot for players to grab.
  • Story Arcs. The GM can cooperate with their players to reach a satisfying end to some story arc they follow in the game. This section suggests some themes for the story arcs, as well as ways of rewarding them.
  • Variant Rules. While having rules for carrying items together, getting wounded, or non-sentient big folk like animals is not something every table needs, it's a good idea to have it at hand just in case.

As for the list of changes, this should be shorter:

  • Fairy's Move Act. Whenever a fairy uses its act to move, it can either fly or walk, but it can't do both with the same act.
  • Big Folk Acts. Big folk have lost their moves completely, and their number of acts has been reduced to 3. One of their new acts is to move and search through a hiding spot in the area they arrive in.
  • Carrying Capacity. Instead of mentioning how much weight a fairy can carry at best, the rules now directly say what happens if it carries too much weight - it can't move or enter hiding spots.
  • Elves. The elven special ability felt a little underwhelming in playtest, so one extra has been added: elves can now see even in the darkness.
  • Misbelief. One of the character creation questions has been changed to provide better material for story arcs.
  • Typos and Wording. Some minor undocumented changes were made to improve the text's quality.

I hope you've enjoyed the first edition of this system, and I wish you plenty of fun hours spent playing this newer, greater version! Thank you for reading, and have a nice day!

Files

Runehack - Fairy Heist v2.pdf 1 MB
Dec 14, 2022

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