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Quick Start Guide

Everything you need to play your first session of Tales & Tails

What Is Tales & Tails?

Tales & Tails is a tabletop roleplaying game where you play as brave animal heroes in a magical world called Talestria. You explore enchanted forests, solve mysteries, and free creatures from a creeping darkness called the Unwritten.

The most important rule: Heroes never destroy enemies. They liberate them. Every corrupted creature is someone who forgot who they are. Your job is to help them remember.

You need a twenty-sided die (d20), a character sheet, a pencil, and your imagination. One player is the Narrator (the Game Master), and everyone else plays a hero.

Your Hero

Every hero is defined by three things:

  1. Species — What animal you are (penguin, fox, panda, otter, and 18 more). Your species gives you stat bonuses, special abilities called Animal Abilities, and always-on minor magic called Trickles.
  2. Calling — Your class or role (Knight, Glowcaster, Sneaklet, Luminarch, and 8 more). Your calling gives you combat abilities and the power to break Darkness Points.
  3. Echo — Your unique spark of magic, tied to your personality and story. A fox's Echo might be “cunning flame.” A penguin's might be “endless hope.”

The Six Stats

Every hero has six stats. Each stat gives a bonus you add to related dice rolls.

StatWhat It DoesDefensive Use
MightLift, smash, shove — melee attacks and feats of strengthBrace
SwiftSprint, leap, sneak — ranged attacks, dodging, initiativeDodge
BraveEndure, stand firm — toughness, HP, resisting painEndure
CleverCraft, solve, recall — spells, puzzles, knowledgeSee Through
KeenPerceive, sense, navigate — instinct, spotting hidden thingsSense
WarmCharm, inspire, calm — persuasion, friendship, resisting corruptionHold Fast

Bonuses range from -1 (weak spot) to +3 (exceptional). Most heroes have one or two stats at +2.

How Dice Rolls Work

When your hero tries something risky, roll 1d20 + stat bonus and compare to a target number:

DifficultyDCExample
Easy10Jumping a puddle, recognizing a friend
Normal12Climbing a mossy tree, hitting an enemy
Hard15Avoiding dragon fire, picking a lock
Heroic18Outsmarting an ancient puzzle

Advantage: Roll 2d20, take the higher. Disadvantage: Roll 2d20, take the lower.

Combat

On your turn, you get three things:

1 Action

Attack, cast a spell, use an item, defend (+2 Dodge), or help an ally.

1 Move

Move up to 30 ft. You can split it before and after your action.

1 Quick Action

Draw an item, shout, open a door, or interact with something small.

Attacking

Roll 1d20 + attack bonus vs. the target's Dodge score. If you hit, roll damage dice + stat bonus, then subtract the target's Mettle (minimum 1 damage).

Dodge = 10 + Swift + Armor   |   Mettle = Brave + Armor   |   HP = 10 + Brave

Liberation: The Heart of the Game

When a creature is corrupted by the Unwritten, it gains Darkness Points (DP) — armor made of dark scales. Normal attacks only deal HP damage. To free the creature, you use Calling abilities that break DP.

When DP reaches 0, the creature is freed. The dark scales shatter. The creature's eyes clear. It remembers who it is. Liberation always succeeds — no extra save, no last fight. This moment is always triumphant.
CorruptionDPExample
Minor2–3Honey Hopper, Snowfluff Hare
Moderate4–6Icecap Yeti, Shadow Fox
Boss6–10Eclipse Serpent, Starwhale

When Things Get Tough

Shadow Specks

When your HP hits 0, you don't fall unconscious. Instead you gain 1 Shadow Speck, your HP resets to 1d6, and you roll Hold Fast (Warm, DC 12) to shake it off. At 3 Specks you're Overwhelmed (no Actions until a friend helps).

Hope Tokens

Earned by brave, kind, or creative play. Max 5. Spend one to: reroll a save, add +2 to any roll, remove a Shadow Speck, or boost an ally's roll.

Resting & Leveling Up

Short RestLong Rest
TimeA few minutes6+ hours
HPRegain 1d6Full recovery
Shadow SpecksRemove 1Remove all
AbilitiesNo resetAll reset

Heroes earn Spark Points (25/50/100 for easy/normal/boss encounters) and level up every 250 SP: +1 stat, +2 max HP, and a new or enhanced Calling ability.

Quick Reference

Initiative1d20 + Swift
Attack1d20 + Attack Bonus vs. Dodge
Spell1d20 + Clever vs. DC
DamageDice + Stat − Mettle (min 1)
HP to 0+1 Shadow Speck, HP resets to 1d6, roll Hold Fast
ConditionsStuck, Sleepy, Charmed, Frozen, Blinded, Inspired, Overwhelmed
Currency10 Drops = 1 Shard, 10 Shards = 1 Gem