Core Rules
Key Concept: Tales & Tails uses a simple d20 system where your character's stats shape every roll. Higher stats = better chances. The dice tell you if something is easy or hard, but your hero's heart determines what you try.
Overview
Tales & Tails runs on the d20 system β a twenty-sided die is your best friend. When your hero tries something with risk, you roll 1d20, add a relevant stat bonus, and compare the result to a Difficulty Calling (DC) or an opponent's Dodge score. Beat the number and something wonderful happens. Fall short and, well, it's still a story worth telling.
Stats
Every hero has six core stats. Each stat provides a bonus (a number added to related rolls) and a set of action verbs β words that describe exactly what that stat does in the world. Bonuses can be positive, zero, or even negative for the rare weak spots.
| Stat | Action Verbs | What It Covers | Defensive Verb |
|---|---|---|---|
| Might | Lift Β· Smash Β· Shove | Melee attacks, pushing, breaking things, carrying heavy loads | Brace |
| Swift | Sprint Β· Leap Β· Sneak | Speed, dodging, ranged attacks, initiative, sneaky movement | Dodge |
| Brave | Endure Β· Stand Firm Β· Rally | Toughness, resisting poison, enduring pain, staying upright | Endure |
| Clever | Craft Β· Solve Β· Recall | Spells, puzzles, building things, recalling knowledge and lore | See Through |
| Keen | Perceive Β· Sense Β· Navigate | Animal instinct, noticing hidden things, reading a situation | Sense |
| Warm | Charm Β· Inspire Β· Calm | Persuasion, inspiration, calming creatures, making friends | Hold Fast |
Key Concept: You don't roll for your stat β your stat modifies your roll. A hero with Might +2 adds 2 to every Might roll they make.
Action verbs help players know which stat to reach for without asking: "Can I Sprint through the crowd?" β Swift. "I want to Smash the gate open" β Might. "She's trying to Navigate by starlight" β Keen.
Defensive verbs are called at the table when something bad is about to happen. Instead of "make a saving throw," the narrator says: "Dodge the fireball!" or "Hold Fast β don't let the shadow in!" See the Defensive Rolls section below.
Dodge and Mettle
Defense in Tales & Tails is split into two numbers that answer two very different questions:
Dodge β Are you hard to hit? Mettle β Are you hard to hurt?
This means every attack plays out in two steps:
Step 1 β Did it land?
Attacker rolls 1d20 + Attack Bonus vs your DODGE
Equal or higher = hit β move to Step 2
Lower = miss β nothing happens
Step 2 β How much did it hurt?
Roll damage dice + stat bonus
Subtract your METTLE
Result = HP lost (minimum 1 β a hit always stings a little)
Dodge
Dodge is how hard it is for an attack to find or reach your hero. Nimble heroes with high Swift are naturally harder to hit. Armor can add to Dodge as long as it doesn't weigh you down.
Dodge = 10 + Swift bonus + Armor Dodge bonus
| Situation | Dodge |
|---|---|
| No armor | 10 + Swift |
| Light armor | 12 + Swift |
| Heavy armor | 14 (Swift bonus not added β too heavy to move freely) |
| Shield | +2 Dodge (any armor type) |
Example: A Fox with Swift +2 wearing light armor has Dodge 14. Good luck catching them.
Mettle
Mettle is how much damage your hero can shrug off when a hit lands. Brave heroes naturally have more Mettle. Heavy armor piles on additional protection β but at the cost of making you easier to hit.
Mettle = Brave bonus + Armor Mettle bonus (minimum 0)
| Situation | Mettle |
|---|---|
| No armor | Brave bonus (min 0) |
| Light armor | Brave bonus + 1 |
| Heavy armor | Brave bonus + 3 (but β2 Dodge) |
| Shield | No Mettle bonus (helps you avoid, not absorb) |
Example: A Bear Barbarian with Brave +2 wearing heavy armor has Mettle 5. That's 5 damage shrugged off every hit.
The minimum 1 rule: Mettle can reduce damage to as little as 1 HP, but never to 0. A hit always deals at least 1. This keeps fights moving and ensures no hero becomes completely untouchable.
Species Natural Mettle
Some species have thick natural hides, shells, or scales that grant a built-in Mettle bonus regardless of armor worn. This is listed on each species sheet.
| Species type | Natural Mettle |
|---|---|
| Thick hide (Bear, Tiger, Lion) | +1 Mettle |
| Shell or scales (Turtle, Baby Dragon) | +2 Mettle |
| Light/fragile (Fairy, Rabbit) | +0 Mettle |
Natural Mettle stacks with armor. A Turtle wearing heavy armor is extremely hard to hurt.
Armor Summary
| Armor Type | Dodge Effect | Mettle Effect | Best For |
|---|---|---|---|
| No armor | 10 + Swift | Brave only | Spellcasters, scouts |
| Light armor | 12 + Swift | Brave + 1 | Balanced heroes |
| Heavy armor | 14 (no Swift) | Brave + 3 | Tanks and frontliners |
| Shield | +2 Dodge | None | Anyone who wants to be harder to hit |
Hit Points (HP)
Hit Points measure how much damage a hero can take before falling unconscious.
Starting HP = 10 + Brave bonus
| Brave Bonus | Starting HP |
|---|---|
| -1 | 9 |
| 0 | 10 |
| +1 | 11 |
| +2 | 12 |
| +3 | 13 |
When HP reaches 0, a hero does not fall unconscious. Instead, they gain 1 Shadow Speck and their HP resets to 1d6 β a shaken, fear-driven surge of resilience. The hero immediately rolls Hold Fast (Warm): on a success the Shadow Speck is shaken off before it settles; on a failure it stays.
Heroes can accumulate up to 3 Shadow Specks. At 3 they become Overwhelmed β still able to move and speak, but unable to take Actions until a friend helps or they succeed a Hold Fast. Heroes are never removed from the story.
Note: HP measures physical danger from wild creatures and hazards. For Shadow Specks (emotional fear) and Darkness Points (DP) (corruption armor on enemies), see their dedicated files: shadow-specks.md and darkness-points.md.
Difficulty Calling (DC) Table
When a hero tries something challenging, the narrator sets a DC. Roll 1d20 + relevant stat bonus. Equal or beat the DC to succeed.
| Difficulty | DC | Example |
|---|---|---|
| Easy | 10 | Jumping over a puddle, recognizing a friendly creature |
| Normal | 12 | Hitting an average enemy, climbing a mossy tree |
| Hard | 15 | Avoiding dragon fire, picking a complicated lock |
| Heroic | 18 | Landing a tricky spell combo, outsmarting an ancient puzzle |
Narrator Tip: Most everyday things don't need a roll at all! Only roll when failure would create an interesting story moment.
Advantage and Disadvantage
Sometimes circumstances make things easier or harder than normal.
Advantage: Roll 2d20 and take the higher result.
- Granted by: helpful spells, a teammate's assistance, high ground, flanking an enemy.
Disadvantage: Roll 2d20 and take the lower result.
- Caused by: being Blinded, attacking while Frozen, acting on incomplete information.
Advantage and disadvantage cancel each other out β if you have both, you just roll 1d20 normally.
Defensive Rolls
When something dangerous happens to your hero β a trap springs, a spell crackles outward, a creature tries to charm them β the narrator calls out a defensive verb and your hero rolls to resist.
There are no "saving throws" in Tales & Tails. Instead, there are three defensive categories, each with its own verbs:
| Category | Stats | Verbs | What It Resists |
|---|---|---|---|
| Body | Might Β· Swift Β· Brave | Brace Β· Dodge Β· Endure | Physical effects β knockback, poison, being frozen, crushing force |
| Mind | Clever Β· Keen | See Through Β· Sense | Mental effects β illusions, confusion, fear, arcane compulsion |
| Spirit | Warm | Hold Fast | Soul-level effects β charm, corruption, The Unwritten's influence |
How it works: The narrator says which verb fits the moment. The player picks the most relevant stat from that category and rolls 1d20 + that stat's bonus. Meet or beat the DC to resist the effect.
"Dodge the ice blast!" β player rolls Swift (or Might if bracing for impact). "See Through the illusion!" β player rolls Clever (or Keen if trusting instinct). "Hold Fast β don't let the shadow in!" β player rolls Warm. Always.
Narrator shorthand: When you need a specific stat for a challenge, just call the verb: "Brace against the slam" (Might), "Endure the poison" (Brave), "Sense the trap before you step" (Keen).
Key Concept: Hold Fast is the most important defensive roll in the game. When The Unwritten tries to corrupt a hero, their Warm stat β their warmth, their relationships, their heart β is their shield. A hero who has invested in Warm is genuinely harder to corrupt.
Defensive Verb Quick Reference
| Verb | Stat | Called When... |
|---|---|---|
| Brace | Might | Resisting a physical slam, shove, or force |
| Dodge | Swift | Reacting quickly to avoid something |
| Endure | Brave | Pushing through pain, poison, or exhaustion |
| See Through | Clever | Recognizing a trick, illusion, or deception with logic |
| Sense | Keen | Trusting your instincts that something is wrong |
| Hold Fast | Warm | Resisting charm, corruption, or The Unwritten's darkness |
Stat Bonuses at a Glance
Species and Calling choices grant starting stat bonuses. Most bonuses fall in the range of -1 to +3. Use this reference to understand what a +2 in a stat actually feels like in play:
| Bonus | Feel |
|---|---|
| -1 | A weak spot β this isn't your hero's strength |
| 0 | Average β you're capable but not exceptional |
| +1 | Trained β you're noticeably better than most |
| +2 | Gifted β you shine in this area |
| +3 | Exceptional β a true natural talent |
Currency
Talestria uses three denominations of currency, all made from crystallized Storystream light β fragments of pure imagination that have solidified into collectible, tradeable objects. They are smooth, faintly warm to the touch, and glow with a soft inner light that grows stronger as they grow more valuable.
| Denomination | Description | Like... |
|---|---|---|
| Drops | Tiny, pale crystalline beads. Common and found almost anywhere near a Storystream. | Copper coins |
| Shards | Larger fragments with a clear blue-white gleam. The standard trading currency of Talestria. | Silver/gold coins |
| Gems | Fully formed, deep amber crystals humming with concentrated story-energy. Rare and valuable. | Platinum pieces |
Conversion:
10 Drops = 1 Shard
10 Shards = 1 Gem
(1 Gem = 100 Drops)
In practice: Most everyday purchases use Shards. Street food, basic gear, and common potions are priced in Shards or Drops. Legendary weapons, rare artifacts, and the most powerful magic items are priced in Gems. Finding even a single Gem in a treasure hoard is a big deal.
"The market stall smelled of warm spice. The hedgehog behind the counter smiled and held up a small jar β 3 Shards, she said, tapping the glowing crystals clinking in her apron pocket. The jar glowed the same color."
Character Sheet Sections
A Tales & Tails character sheet is organized into four named sections. Each answers a different question about who the hero is.
| Section | What Goes Here | Character Question |
|---|---|---|
| Kit | Equipped weapons, armor, and carried tools | What do I fight with? |
| Gifts | Calling abilities, signature move, once-per-rest power, passive | What am I called to do? |
| Trickles | Species minor magic, always-available cantrip-level abilities | What magic is just... part of me? |
| Pack | Items carried but not equipped β potions, scrolls, food, trinkets | What do I have with me? |
Cards and the Character Sheet
Each hero's Calling and Species can be represented by a physical card. The character sheet includes a reference slot at the top of the Gifts section ("Calling Card: ______") and the Trickles section ("Species Card: ______").
- With cards: Slot the card nearby and use the sheet lines for shorthand notes and leveling updates.
- Without cards: Write full ability names and descriptions directly in each section.
The sheet works completely either way β cards enhance the experience but are never required.
Tags
mechanics core-rules stats DC dodge mettle HP defensive-rolls currency character-sheet