Skorne 1.3: The Rules

After reading this interview from Sean McCoy, I’ve elected to make my systems on, including both Skorne and Adventure Hour! free/pay what you want. They’re Creative Commons, so have at it.

This then is an announcement for continued development and playtesting for Skorne as changes are made.

It started with an idea: what if one hit was just one hit? And anything else after needed a cost to do more?

These changes are the results. I give you: version 1.3. Let’s talk about it in the ultralight and fkr channel on the NSR Discord.

See more on itch

Consider what follows an SRD of sorts:

R U L E S I : A B I L I T I E S
1:1 There are three abilities: Strength, Dexterity, Willpower.
1:2 Strength is lifting, grappling, enduring.
1:3 Dexterity is dodging, balancing, fleeing.
1:4 Willpower is persuading, deceiving, using magic.

R U L E S I I : R O L L S
2:1 The vast majority of actions described require a quick judgement call to resolve. Renegades should seek to leverage their environment, use their items and common sense, and clearly declare their actions. The consequences of these described actions follow accordingly.
2:2 When a renegade takes a risky action, the referee rolls 2d6. If the action is against another character, add the appropriate ability of that character.
2:3 The player then rolls 2d6 and adds the appropriate ability.
2:4 If the player rolls higher, they pass. If the referee rolls higher, something nefarious comes to pass. If tied, do both or roll again, referee’s choice.
2:5 In an uncertain situation that falls outside of the three abilities, make a Luck roll by rolling 1d6. A high roll favors the players, a low roll does not. The referee will state what the results mean before or after the roll.

R U L E S I I I : A C T I O N
3:1 Turns are taken simultaneously. A turn is long enough to move and perform an action in either order.
3:2 A character may choose to take a more effective Slow action by stating their intent and target to take effect at the end of the next turn. They may move before or after performing the Slow action, but if it is impossible, then no action occurs. Slow attack actions are Enhanced.
3:4 A renegade has ten items slots, with each slot allowing for one item. Smaller items can be grouped and take up only one slot. Any heavy or bulky item like armor, shields, or two handed weapons takes up two slots.
3:5 When a renegade takes a strenuous action or endures harsh conditions, they mark Fatigue. Each Fatigue occupies one item slot, reducing how many items a renegade can carry.

R U L E S I V : V I O L E N C E
4:1 Attack actions deal damage. Damage is dealt in hits with one hit for each attack. Damage is instant, no roll required.
4:2 Attacks that are Enhanced by positioning or risky actions deal two hits. Enhanced can stack, dealing additional hits.
4:3 Attacks that are Impaired by obstacles, restraints, or other poor positioning deal zero hits.
4:4 Blast attacks deal damage to all targets in that area.
4:5 Renegades have three hits. Heavy armor may be broken instantly by the wearer to negate all damage dealt by attackers until the wearer’s next turn. Shields provide the same effect, but require a hand to use.
4:6 Each attack a renegade makes while holding a two handed melee weapon may be Enhanced by marking Fatigue. Holding two one-handed weapons works the same.
4:7 Ranged weapons require two hands and cannot be used within melee range of an enemy.

R U L E S V : D Y I N G
5:1 When an enemy reaches half of their maximum hits, they are Bloodied. The referee may make a Luck roll to see if their morale breaks. This rule does not apply to renegades.
5:2 When a character reaches zero hits, they are dying. They will die within the hour if left unaided. When a character goes below zero hits, they are slain.
5:3 A renegade with ten Fatigue marked dies of exhaustion.
5:4 When a renegade dies, do not linger but instead call forth a new, determined soul.
5:5 Restore all hits when combat has ended.
5:6 Clear all marked Fatigue after seven days of resting.

R U L E S V I : M A G I C
6:1 Magic is corruption.
6:2 Any soul may wield Fire magic, but doing so will attract danger. Novices are especially chaotic as well.
6:3 Using magic is a Slow action that requires the use of one free hand.
6:4 Instead of rolling 2d6, the player rolls as many d6s as they dare and adds Willpower.
6:5 Each die that shows ‘6’ is a disaster that complicates the situation. Folly and distortion are not without consequence.
6:6 If two or more dice show ‘6’, the next of the seven seals is broken. Roll on the broken seal table. When the seventh seal is broken, the world is ended and the game is over. Tear the rules into seven pieces and burn them.

Created by Sam Doebler (v.1.3 Jan 2023).
Find more at
License for reuse under CC BY 4.0

4 thoughts on “Skorne 1.3: The Rules

  1. Your development of Skorne, Sam, is remarkable. I’d love to talk about it on the FKR channel of the NSR discord, but I was banned there for being a Bible-believing Christian.

      1. I’m partial to the English Standard Version for daily use, especially the Reformation Study Bible put out by Ligonier Ministries. It’s hard to top the OG Septuagint for Old Testament, though, as it’s the same Greek translation of the Hebrew used by the apostles and Christ himself in the Hellenised areas of the ancient near east.

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