Stravagante: A Compact TTRPG Guide
Stravagante: A Compact TTRPG Guide
1
ends meet working in a cosy second-hand 1. Rules
book shop or depressing office cubicle.
Stravagante is primarily built around Stats
creating and playing whimsical fantastical
In Stravagante! Player Characters (PCs) have
characters, so the setting can be any kind of
four main attributes, called Stats. Each Stat
Fantasy you wish: Low, High, Urban or even
functions as a pool for Energy Points (EP),
Weird. Wherever you decide to set your
which can be spent to perform Actions in
game of Stravagante… happy adventuring!
game. The four Stats are:
Acknowledgements
Wits: wisdom, lore, awareness.
Thanks to my partner, my friends and
Stamina: strength, will, endurance.
family, play-testers, patrons, and to
Dexterity: agility, balance, speed.
everyone who has downloaded or purchased
Sociability: charm, confidence,
any of my games. This game would not have
approachability.
been possible without your support, advice
and encouragement.
Each Stat functions as a pool of Energy or
Effort Points (EP), that are spent in game.
Licensing
A PC will start the game with 4d6’s worth of
All text contained in this work is ©
EP distributed across the Stats (see page
Penflower Ink, licensed under CC-BY. The
10). If a PC runs out of EP in all of their Stat
artwork, layout and finished product are ©
Pools, they fall Unconscious or die
Penflower Ink, all rights reserved. You are
(depending on the game’s tone).
free to create hacks, supplements and
expansions based on Stravagante and
Actions
Stravagante: Gigante (excluding the
Whenever a PC is doing or attempting to do
artwork), for personal and commercial use,
something in game that has consequences
so long as you include appropriate
important to the adventure, it counts as an
attribution: Stravagante! and Stravagante:
Action. To perform an Action in game, you
Gigante! developed and authored by Tom
can spend EP from the relevant Stat for a
Fummo of Penflower Ink, 2023-2025.
success, or make a Luck Roll. When Spending
The System Reference Document for the
EP, the Player must spend them from the
Passkey System is available on the Penflower
Stat most relevant to the chosen Action. For
Ink [Link] store.
example, trying to lift a heavy object would
require spending EP from Stamina, while
Disclaimer
deciphering an ancient code would require
Stravagante does not invite or legitimise the
EP from Wits. If you are planning to play a
introduction of bigotry at the table. There
short game of Stravagante, made up of one
must be no discrimination based on colour,
or two sessions, use 1d6 for Luck Rolls. If
ethnicity, species, appearance, disability,
you want a longer campaign made up of
faith, sex or gender in a game of
many play sessions, use 2d6.
Stravagante. You may NOT create
supplements or adventure modules based on
3 EP: Total Success.
Stravagante if you also intend it to promote
2 EP: Partial Success + 1 Complication.
any of the forms of bigotry listed above.
1 EP: Weak Success + 2 Complications.
2
4: Success + 1 Complication. PCs start off with Level 1 Skills. For
5: Success. information on how to level up Skills, see
6: Success + Inspired Condition Progression, page 5.
3
Threat’s Level (High, Moderate or Low), Meals
which is decided by the Guide or a 1d6 roll. If a PC has access to food, so long as it is not
During a Tight Spot, all PC Actions must be spoiled or poisoned, they can eat it to regain
performed as Luck Rolls. The Threat always an amount of EP. A basic travelling ration
has the first Turn. On their Turn, all PCs act restores 1EP, while anything more
at the same time or in quick succession. substantial restores an amount equal to half
Rolling to resist/evade Threat Actions does of 1d6+1 (rounded down).
not count as an Action.
If an opponent is Hurt/Hindered/Stuck, the Armour
PCs have Advantage on their Actions during PCs can also carry Armour and Shields,
their next Turn. which block the Hurt Condition a number of
If the opponent is Hindered/Stuck, on the times (referred to as Hits), based on their
next Threat Turn, Players roll 1d6: if the weight.
result is 4 or lower, the Opponent frees
Light Armour
themself and performs an Action.
Once a hazard is neutralised, or an opponent 2 Hits, requires minimum 4 Stamina.
Unconscious/dead, the PCs win and the Medium Armour
Tight Spot is over.
4 Hits, requires minimum 6 Stamina and the
(1 or 2) High Threat Armed Combat Skill.
1: Hurt all PCs.
Heavy Armour
2: All PCs Stuck.
6 Hits, requires minimum 10 Stamina and
3: All PCs Hindered.
the Armed Combat Skill. Causes
4 or 5: Hurt a PC.
Disadvantage on Dexterity Actions while
6: Hinder a PC.
worn.
(3 or 4) Moderate Threat
Shield
1 or 2: Hurt a PC.
2 Additional Hits, while raised. Requires
3 or 4: A PC is Stuck.
minimum 4 Stamina.
5: Hinder a PC.
To restore Hits, Armour & Shields must be
6: Skip Turn.
repaired over a number of days equal to
(5 or 6) Low Threat their maximum number of Hits.
1: Hurt a PC. Magic Items
2 or 3: Hinder a PC.
Magic Items are special objects that have
4, 5, 6: Skip Turn.
magical properties or are imbued with a
Spell. The Guide and/or Players can create
The Toll of Battle
or randomly generate these Items using the
Every time a PC seriously injures or kills
roll tables on page 19.
another Character in game, their Max
Sociability Stat goes down by 1 EP. Spell-casting
Depending on their chosen background, A PC
Equipment
can have the Spell-casting Skill. The Player
As Equipment, PCs can have any manner of
chooses one of their PC’s Stats to be their
item that makes sense for them to have,
Magic Stat, from which they will spend EP
including disability/ mobility aids. These
when casting a Spell as an Action. They can
have no separate mechanics, as they simply
cast Spells a number of times per Rest equal
allow the PC to perform the same Actions as
to their maximum Magic Stat, and know half
an abled PC.
as many Spells (rounded down).
4
To craft a Spell, roll 1d66 to determine the Rejuvenating Moss: the caster enchants
Spell’s Descriptor, and roll 1d66 to some moss, imbuing it with restorative
determine its Shape. You decide what your properties, which can then be applied to
Spell does, and what it looks/feels like! a character. The character instantly
Stravagante! provides Spell tables for four regains 1d6+1 EP OR rolls 2d6 on their
types of Magic: Light, Elemental, Nature and next Rest roll instead of 1.
Shadow (pages 21-24). You can use
Descriptor and Shape rolls tables from the Mending Minion: the caster summons a
same Magic Type, or mix and match, to magical creature under their control
create any kind of magic user you wish. (any appearance) who will repair any
PCs who do not have the Spell-casting Skill broken or damaged item, mundane or
can still cast Spells, but without the usual magical. The item will be as good as new
Skill Advantage and spending EP from a after the caster’s next Rest, by which
randomly rolled Stat (1d6. 1: Dexterity, 2-3: time the Minion will have disappeared.
Sociability, 4-5: Wits, 6: Stamina). They can
only know 1 Spell at a time, unless they Resting
learn the Spell-casting Skill. At the end of a day - or whenever the
If a PC’s Magic Stat increases (see Guide/Players feel appropriate - the PCs can
Progression), they can learn new Spells: Rest to recover EP. To Rest, roll 1d6 and
these can come from books, scrolls, or be recover a number of EP equal to the result,
taught by another spell-caster. distributed across one or more Stats of
choice. In some situations, the PC can roll
Example Spells more than 1d6.
Floating Touch: the caster touches an
object or Character and magically Progression
imbues them with weightlessness, After Completing at least 1 adventure – or
causing them to float in the air. The more if the Guide/Players feel appropriate -
effect lasts 1d6 hours. a PC can Progress in one of three ways:
Scaly Branch: the caster transforms a 1. Increase Stat/s. Roll 1d6. Distribute the
wooden staff or stick into a living snake result across one or more Stats of
(which may or may not be under their choice, increasing their Max EP amount.
control). This spell gives the caster 2. New Skill/Flub. Add/replace 1 new Skill
Advantage on attempts to frighten, (related to Class or made up) and 1 Flub.
intimidate or any other Action aided by If adding a new Skill, it must be
the snake’s presence. consistent with the events of the
adventure/s (e.g. the PC spent a lot of
Repelling Bubble: the caster creates a time helping out in a kitchen, so they
shimmering translucent bubble around learned a cooking Skill). A PC can know a
themselves or another target, providing total of up to 8 Skills.
half 1d6 (rounded down) Armour against 3. Level up a Skill (if playing a longer
physical attacks and hazards. campaign using Skill Levels).
A Player can increase the Level of a Skill
Freezing Spray: the caster expels a so long as it is consistent with the events
flurry of ice, which can slow down or of the adventure/s and the whole Player
immobilise a target. The spell provides group agrees.
Advantage on attempts to cause
Hindered or Stuck on a target.
5
2. Modes of Play Guide/Players can choose a Difficulty level
or roll 1d6. When playing without a Guide,
Playing with a Guide any Tight Spots, as with Complications,
occur throughout the game at the Guide
The Guide is a Player who fulfils the role of
and/or Players’ discretion.
narrator and referee during the game.
They provide the set-up for the adventure,
Playing Safely
take on the role of all NPCs, and help the
Before even starting the game, all the
other Players in fleshing out the world of the
Players should discuss what kind of tone
game. The Guide should always remember
they want for the game, and make note of
that they are not the god of the game, but a
any topics or themes they want to exclude.
facilitator of fun, guiding the other Players
Here is a link to a curated list of safety
but always letting them lead.
tools:
Throughout play they should ask the Players
The TTRPG Safety Toolkit Guide, collected and
questions, and build on their input. What
curated by Kienna Shaw (@/KiennaS) and
does the PCs’ hometown look like? How do
Lauren Bryant-Monk (@/jl_nicegirl).
they feel when entering the abandoned
building? Who does the innkeeper remind
Ending the Game
them of? If your game has a Guide, they
The game ends whenever the Players feel it
don’t need to roll for Complications and
appropriate! Have the PCs accomplished
Threat Turns, and can make a selection
whatever mission or task they took on? Are
themselves. Of course, they can still roll if
the PCs no more, or just ready to retire? You
they want.
decide...
Playing without a Guide
Example of Play
In this mode of play, the Guide’s
The following dialogue provides a snapshot
responsibilities are shared equally between
of a typical gaming session of Stravagante,
all Players. That means they build their
with a group of four (1 Guide and 3 Players).
game’s world together, even taking on the
Astrid is the Guide. The Players are Lauren,
roles of NPCs if they choose. They’ll use the
Maddie and Perry. Lauren is playing
Complication and Threat Turn roll tables, as
Honeysuckle, an orc boxer-turned-pastry
well as those in Chapter 4, which include
chef, Maddie is playing a rat-folk apprentice
tables for generating adventure prompts,
mage called Lorian Quill, and Perry is
NPCs, creatures, locations and more. When
playing a satyr minstrel called Bambo.
playing without a Guide, it helps to break
the adventure up into Stages, and play
Astrid (Guide): So, after a few hours
through each one like story chapters or
travelling on the road you arrive in the port
scenes in a play. Stages could include:
town of Tall Timbers. Despite its modest
size, it’s alive with activity: mostly
1. Receiving the quest.
travelling merchants and sailors. Just like
2. Making a Plan.
Old Billy told you, there is a market set up
3. Putting the Plan into Action.
in the town square. What do you want to do?
4. Resolution.
Perry: We need to find a ruby for the
If the Guide/Players wish, they can add
sorcerer’s staff?
Difficulty levels to their game. An
adventure’s Difficulty level is equal to the
Maddie: Yes, he needs a ruby and (checks
minimum number of Complications the PCs
notes) a pearl, is that right Astrid?
must encounter during the adventure. The
6
Maddie: Wait, Lauren, why doesn’t
Astrid (Guide): Yep. He needs a ruby for his Honeysuckle scan the crowd if she’s the
staff and a pearl for… something else he tallest in the party?
chose not to disclose to you.
Lauren: I have 1 point left in Wits,
Lauren: That’s ok, we won’t judge. Honeysuckle’s low on thinking juice!
Perry: Do we want to check out the market Perry: If Honeysuckle gives Bambo a boost,
for either of those things? This is a port does that get rid of the Disadvantage?
town, by the sea, so there’s probably
somebody selling or trading pearls, right? Astrid (Guide): Sure, mostly because I love
this image.
Maddie: There might be a jeweller’s shop
somewhere, and they might have a ruby as Perry (as Bambo): Aye, friend Honeysuckle,
well… but the market does sound like more I accept your kind offer!
fun.
Lauren: I pick Bambo up and hold him above
Lauren: Yeah, and you know who hangs out my head…
in port towns and has pearls and rubies?
Pirates! Perry: He goes limp like a cat.
Perry: Ooh, yes, I want to find a pirate! Astrid (Guide): Beautiful. Roll for luck!
Astrid (Guide): Ok, how do you want to go Perry (rolls 2d6): Nice, I rolled a 12!
about this?
Astrid (Guide): Great, a regular success. So,
Perry: If we’re heading into the market, I from your higher vantage point to look
want to scan the crowd for anyone who across the crowd and after a minute or two
looks… pirate-y. you do spot a human with a big bushy black
beard, wearing a long red coat and a
Lauren: I would like to do the same. feathered tricorn hat.
Astrid (Guide): If you’re spending points I Perry (as Bambo): Avast! I spy a pirate! (As
would say this is a Wits Action. Perry) What are they doing, where are they
going?
Perry: Ah, I don’t have that many points in
Wits and I should save them. I’m going to do Astrid (Guide): They are making their way
a Luck roll. towards a small tavern on the other side of
the square.
Astrid (Guide): I think with Disadvantage.
Remember you are a short little goat-boy, so The Players decide to follow the pirate into
you can’t see that far into the crowd. the tavern, where they approach him in
conversation. The tavern is empty, save for
Lauren (as Honeysuckle): Bambo, would an elf bartender, who is fast asleep at the
you like me to lift you up so you can see bar.
better?
Astrid (as pirate): Arr, what be ye wantin’
with old Captain Grimbold?
7
Maddie (as Lorian): Good day, captain. My Maddie (as Lorian): I’m afraid we don’t
companions and I are after some precious have that much money, captain. Would you
items, a ruby and a pearl to be precise. I be willing to trade for the ruby?
don’t suppose you happen to have either of
those? Astrid (as Grimbold): That depends, have ye
got something worth 50 gold?
Astrid (Guide): He eyes you up. You’re
wearing apprentice robes and pointy hat, The Players check each of their Characters’
right? equipment and realise they do not have
anything worth that much money.
Maddie: Yeah, Lorian is looking very
wizardy. Astrid (as Grimbold): I tell ye what. Hows
about we have ourselves a little wager. If
Astrid (as Grimbold): Methinks ye be one of ye can best me in a fight, I’ll give ye
needin’ em for some kind of magickery, aye? the ruby, no questions asked.
Maddie (as Lorian): Yes, is that a problem? Maddie (as Lorian): And what do we give
you if you win?
Astrid (as Grimbold): I don’t hold with
magickery meself. I don’t trust it. Astrid (as Grimbold): All of ye stuff.
Perry (as Bambo): My good captain, you can Maddie: Lorian is going to whisper to the
rest assured we will not be using these items others, I think we should just go look for a
for ill intent! Why, it is not even us who will jeweller’s.
be doing the… magickery. We are but
humble couriers, here on behalf of a third Lauren (as Honeysuckle): Don’t worry
party. Now pray tell us, do you have them? about it, I’ve got this. Captain, we agree to
your terms!
Astrid (Guide): You’re trying to persuade
him? Astrid (as Grimbold): Arr, that’s grand!
Perry: Yes, I want to spend 2 points from my Maddie (as Lorian): Honeysuckle wait…
Sociability for a total success, I have level 1
Skill persuading. Lauren: Honeysuckle squares her shoulders
and puts up her massive fists.
Astrid (Guide): Excellent. Yeah, you can see
he was looking hesitant before but as you Astrid (as Grimbold): Arr, hold yer horses,
talk to him you think he’s maybe taking a lass. It’ll have to be the fancy rat, or else no
liking to you. deal.
Astrid (as Grimbold): Aye, I have a ruby, to Astrid (as Grimbold): Aye, and no
be sure. I warn ye though, it’s worth a lot of magickery.
gold. I won’t part with it for less than… 50.
Lauren: Yikes. I only have… five gold pieces. Maddie (as Lorian): Great…
8
Perry (as Bambo): And of course, to keep Maddie: Ok… I rolled a 9, minus 2, so that’s
things fair, you’ll set aside your cutlass, a 7. Failure. I think Lorian kind of tries to
captain? (As Perry) do I need to attempt a kick at Grimbold from the ground, but just
persuasion again? ends up flailing uselessly.
Astrid (Guide): No, I think he just laughs Astrid (Guide): Ok, I think for his next turn
and then he shrugs and puts his sword down we don’t roll. He’s going to avoid your kicks
on a table. However, Maddie, you are now in and just laugh at you and see if you’re going
a Tight Spot. to get back up before attacking.
Maddie: I figured. I don’t think this going to Maddie: He’s not going to kick me while I’m
end well… down, how nice of him.
Astrid (Guide): Let’s see, he’s a Moderate Perry: Bambo has a spell that might be
Threat. I’ll roll for his first Action, then useful. I know he said no spells, but I think I
we’ll see what feels best? can get away with it…
Maddie: Oh, Lorian is definitely rolling to Astrid (Guide): Hmm, you’re not technically
evade. 8, so that’s a Success with a in the Tight Spot, but I think you can jump
Complication. Shall I roll for that? in. So long as you’re ok with casting the
spell as a Luck Roll?
Astrid (Guide): You can if you want, unless
you have something in mind already? Perry: Well I have level 2 Skill in Spell-
casting, so that’s a +2. I’m going to try!
Maddie: I think Lorian, he’s not the most
graceful rat, he’s going to almost bend over Maddie: Oh no, what are you doing?
backwards to dodge the punch, but he leans
too far and kind of stumbles over. So now Perry: While Grimbold is laughing, Bambo
he’s on the ground? makes a little hand gesture and cries out
“you can do it Lorian!” I cast Bolstering
Astrid (Guide): Sounds good, depending on Word, which makes Lorian Inspired as soon
what you want to do next you might have as he hears me.
Disadvantage.
Astrid (Guide): Perfect. Ok, Lorian is now
Maddie: Well one of Lorian’s Flubs is Inspired. What do you want to do?
literally “any kind of Combat” so that means
if I try to fight this guy I’m going to have -2 Maddie: Ok, so if he’s not attacking me, I’m
on my roll… going to get back up, and while doing so I’m
going to try a different approach. I have a
Perry: Roll anyway, you’ve avoided the level 1 Skill in Debating. I would like to use
punch! that to convince him that he is being
dishonourable in challenging me to such an
9
obvious unfair fight. I basically want to talk 3. Character Creation
him out of it, shame him into surrendering.
Follow these steps to create your
Stravagante character:
Astrid (Guide): Sure, you can absolutely try
1. Roll 4d6. Distribute the total across your
that! Do a Luck roll, with a +1 from your
four STATS. One or more Stats may be
Skill and I’m assuming you’re using your
left empty.
Inspired condition?
2. Roll 1d6 or choose your KIN and choose 4
TRAITS (at least 1 Trait must be related
Maddie: Definitely. I rolled a 10… plus 2,
to your Kin, with the remaining from any
that’s a 12, success!
other Kin).
3. Come up with your CLASS: Roll 1d6 or
Astrid (Guide): Excellent. You see his grin
choose your SKILLSET and choose 4
fade, he lets his fists fall to his side and he
SKILLS (at least 1 Skill must be from your
starts shuffling his feet.
rolled/chosen Skillset, the remaining can
be made up or from any other Skillset).
Lauren: That’s amazing. Honeysuckle is
Come up with any 2 FLUBS.
making a mental note, to never get in a
4. Choose 1d6+1 items of EQUIPMENT and
fight with Lorian.
roll 1d66 twice for 2 TREASURES.
5. Roll 1d66 or choose a BACKGROUND.
Maddie: Lorian brushes himself down, holds
6. Come up with or choose a NAME for your
out a paw and says “The ruby, please”.
Character. Optional: Roll 1d66 or choose
a PERSONALITY (page 20).
This example of play is from a longer
campaign, and is using Skill levels and the Kin & Related Traits
2d6 Luck roll table. During the Tight Spot,
any rolls made by the Guide could have 1: Gravekin
been made by the Players if they were Undead creatures, such as ghouls, skeletons,
playing co-operatively without a Guide. ghosts and vampires.
Nocturnal: You are Hurt by sunlight, but
can see in the dark (with no
Disadvantage or Hindered Condition).
Rotten: You have Disadvantage on
Sociability Actions with mortals, and
detachable / re-attachable body parts.
Leech: You need to consume fresh blood
(or other vital substance) in order to
Rest, but then add 1d6 to your Rest Roll.
Sickened: You cannot be Hurt by poison
or disease, but you are Hurt by medicine
and healing Magic.
Contagious: biting or scratching another
Character causes them to transform into
another of your Kin (unless in some way
immune).
Ghostly: You are intangible; you cannot
physically interact with objects or
Characters, and cannot be Hurt,
Hindered or Stuck by physical means.
10
2: Cavekin 4: Middlekin
Subterranean creatures, such as goblins, Average sized, surface- dwelling bipeds,
dwarfs, troglodytes and moles. such as elfs, orcs and humans.
Night-Eyes: You have Disadvantage on Resilient: You can resist getting Hurt
Dexterity Actions in bright sunlight, but from cold/heat, but if successful you
you can see in low light (with no recover half as many EP from your next
Disadvantage or Hindered Condition). Rest.
Sniffer: You are Hurt by pungent smells, Telepathic: You can communicate
but you have Advantage on Actions mentally with other Characters (unless in
requiring your sense of smell. some way immune), but then have
Easy-Squeezy: You can squeeze into and Disadvantage on your next Wits Action.
through spaces half your size. Good Ears: You are Hurt by high-pitched
Burrower: You have Advantage on sounds, but you have Advantage on
digging holes or tunnels in the earth with Actions requiring your hearing.
hands or claws. Gastronome: Eating a meal also removes
Hardy: You can consume any food as a 1 Hurt.
meal, even if it is spoiled or poisoned, Fragrant: You emit a scent that gives
without getting Hurt, Hindered or Stuck. you Advantage on persuading or
Toxic: You produce a poison or venom charming Characters who find the smell
that causes Hurt, Hindered or Stuck on pleasant.
any Character touching or injected with Lucky: While near you, any/all of your
it (unless in some way immune). companions have Advantage on all Luck
Rolls. If one of your companions fails on
3: Littlekin a Luck Roll, you have Disadvantage on
Very small creatures, such as gnomes, your next Luck Roll.
faeries, bugs and mice.
Winged: You can fly, but have 5: Largekin
Disadvantage on Dexterity Actions while Very big or tall creatures, such as trolls,
in water or windy/stormy weather. tree-folk, dragons and dinosaurs.
Tiny: You have Disadvantage on Towering: You have Advantage on
Sociability Actions with larger creatures, intimidating, but Disadvantage on hiding.
but you have Advantage on evading Tough: You cannot be Hurt by piercing
harm. or slashing attacks, but you have
Camouflage: You can mimic the Disadvantage on Dexterity Actions.
appearance of a plant, rock, or natural Fast Healer: Resting also removes 1
surface, giving you Advantage on hiding Hurt.
while in similar surroundings. Big Voice: You can roar or bellow,
Wallcrawler: You can stick to and climb gaining Advantage on
up walls and ceilings. intimidating/inspiring.
Magical: You have innate magical Breath Weapon: You can breathe fire,
potential. Generate a Spell; whenever ice or another substance that causes
you fail an Action, you cast this Spell. Hurt, Hindered or Stuck.
Unlucky: While near you, any/all of your Plant-like: Drinking water or standing in
companions have Disadvantage on all direct sunlight counts as eating a meal.
Luck Rolls. If one of your companions
fails on a Luck Roll, you have Advantage
on your next Luck Roll.
11
6: Beastkin 5: Villainy
Part humanoid, part animal creatures, such Armed Combat, Cheating, Disguises,
as minotaurs, mermaids & harpies. Evading, Lying, Reading People, Science,
Fluffy: You are have fur or feathers. You Setting Traps, Threatening, Tracking.
can resist getting Hurt from cold
temperatures, but have Disadvantage on 6: Academia
Sociability Actions if you do not bathe Appraising, Investigating, Languages, Lore,
every 3 Rests. Navigating, Public Speaking, Science, Spell-
Scales: You cannot be Hurt by slashing casting, Teaching, Treating Illnesses.
attacks, but your scales must be shed
every 6 Rests and regrow after 3.
Suggested Flubs
Accounting, Acting, Any Kind of Combat,
Pointy: You have sharp natural weapons
Baking, Bluffing, Cooking, Cleaning,
(horns/fangs/claws/pincers/beak, etc.)
Dancing, Drawing, Fixing Things, Flirting,
that can inflict Hurt.
Interacting with Animals, Interacting with
Amphibious: You can breathe on land
Children, Intimidating, Keeping my Cool,
and underwater, but you are Hindered
Languages, Lying, Multi-tasking, Navigating,
by dry heat.
Personal Hygiene, Providing Comfort, Public
Tail: You have a tail that can be used as
Speaking, Reading People, Reading the
a natural weapon and/or as an additional
Room, Sharing my Feelings, Singing,
limb.
Spelling, Taking Care of Plants, Taking
Beast-speech: You can communicate and
Photos, Telling Jokes, Telling the Truth,
understand one type of animal of your
Tidying, Tying Knots.
choice.
Suggested Equipment
Skillset (1d6)
Armour, Bandages, Bedroll, Binoculars,
1: Combat Blanket, Bottle, Camera, Candle, Cooking
Acrobatics, Armed Combat, Disarming, Utensils, Clock-making Tools, Compass,
Inspiring, Intimidating, Repairing Armour Costume, Cutlery, Crowbar, Dice, Flashlight,
and Weapons, Setting Traps, Tracking, Healing Salve, Herbs & Spices, Ink, Lantern,
Treating Injuries, Unarmed Combat. Lock-pick, Magnifying Glass, Matches,
Musical Instrument, Notebook, Paper, Paint,
2: Entertainment Pick-axe, Playing Cards, Prayer Book,
Acrobatics, Acting, Dancing, Disguises, Prosthesis, Rations, Rope, Sack, Satchel,
Playing Music, Singing, Sleight of hand, Seed Packet, Sewing Kit, Shield, Shovel,
Spell-casting, Telling Jokes, Telling Stories. Spyglass, Smithing Tools, Spell Book, Staff,
String, Tinder Box, Tent, Torch, Water
3: Trade Flask, Walking Stick, Wheelchair, Weapon.
Appraising, Haggling, Investigating,
Languages, Listening, Lying, Navigating, Treasures (1d66)
Persuading, Public Speaking, Reading 1d66: roll two six-sided dice, but use each
People. result as the two digits of a number. For
example, rolling a 2 and a 6 would mean
4: Craft looking at either 26 or 62 on the table.
Building, Cooking, Farming, Interacting with
Animals, Interacting with Children, Repairing 11. Jewel.
Armour and Weapons, Sewing, Spell-casting, 12. Brooch.
Treating Illnesses, Treating Injuries. 13. Clockwork Toy.
14. Fine Robes.
12
15. Hourglass. 25. I once saved the life of someone very
16. Purse. important.
21. Bracelet. 26. I want revenge on someone who wronged
22. Fine Cape. me.
23. Hooded Cloak. 31. I am searching for a long lost sibling.
24. Puzzle Box. 32. I am from a poor family.
25. Medal. 33. I fought in a war.
26. Journal. 34. I was trained by a legendary hero.
31. Ancient Coin. 35. I know the secret of someone very
32. Wooden Toy. important.
33. Cook-book. 36. I used to be a villain.
34. Trophy Cup. 41. I was chosen by a prophecy.
35. Pocket Knife. 42. I ran away from home.
36. Face Mask. 43. I am destined for a throne.
41. Bone Necklace. 44. I once lead a people’s uprising.
42. Pressed Flower. 45. I was the subject of a play.
43. Knitted Scarf. 46. I gambled and lost.
44. Perfume Vial. 51. I was involved in a terrible accident.
45. Key. 52. I loved and lost.
46. Large Tooth. 53. I have no memory of my childhood.
51. Knitted Socks. 54. I am still mocked for a mistake I made
52. Pocket Watch. years ago.
53. Letter. 55. I am loved by animals.
54. Holy Talisman. 56. I am wanted for a crime I did not
55. Fine Hat. commit.
56. Pearls. 61. I was in a forbidden romantic
61. Goblet. relationship.
62. Poetry Book. 62. I had a difficult childhood.
63. Loaded Dice. 63. I wrote a famous book.
64. Picture Locket. 64. I was granted a wish.
65. Ring. 65. I accidentally killed someone.
66. Crown. 66. I am related to a very important person.
13
Example Characters Bucilla. The two had many great adventures
together, until Bucilla fell through a portal
Name & pronouns: Rospetto (he/they). of her own making and disappeared. Gilda
Kin: Magical Talking Frog (Beastkin). sought the help of the great human wizard
Class: Swashbuckler. Prestigio, who reluctantly took her on as his
Stats: 5 Wits, 9 Dexterity, 3 Stamina, 6 apprentice. Her treasures include a love
Sociability. letter from Bucilla, and a ring, which she
Traits: Amphibious, Big Voice, Easy Squeezy, had hoped to give to her beloved as a gift.
Beast-speech (other frogs).
Skills: Armed Combat (Sword), Acrobatics,
Telling Stories, Inspiring.
Flubs: Navigating, Spell-casting.
Equipment: Weapon (Sword), Prosthesis
(Peg leg), Rope, Shovel, Sack, Water Flask.
Background & Treasures: Rospetto is an
imaginative talking frog who was granted a
wish. Once a wandering story-teller, he
longed to experience the thrills and
excitement of the characters in his tales.
One day he rescued a magic fish from a net.
In gratitude, the fish promised to grant
Rospetto a wish. Without hesitation, the
young frog wished for a life of adventure. In
the blink of an eye, he found himself on the
pirate ship Red Rascal, first mate to Captain
Brimstone Bill. His treasures include his fine
feathered hat, gifted to him by Captain
Brimstone, and a perfume vial, stolen from
the boudoir of an evil princess.
14
4. Roll Tables 55. Research / Explore.
56. Retrieve.
This chapter contains a selection of roll
61. Return.
tables to use both in and out of game.
62. Reunite.
Where a table is labelled as “1d66”, roll two
63. Revamp / Makeover.
six-sided dice, but use each result as the
64. Spy.
two digits of a number. For example, rolling
65. Summon.
a 2 and a 6 would mean looking at either 26
66. Visit.
or 62 on the table.
Adjective Table (1d66)
Adventure Prompt Generator 11. Ancient / Crumbling.
Combine as many Verbs, Adjectives, 12. Annoying.
Objects, Persons and Locations as you want 13. Beguiling.
to create a sentence prompt. For example: 14. Beloved.
“Rescue the undead adventurer from the 15. Bewildering.
creepy royal in the abandoned village by the 16. Cold / Freezing.
enchanted lake” or “Deliver the mysterious 21. Creepy /Weird.
package to the rich historian in the crowded 22. Cursed / Demonic.
museum in the fashionable city”. 23. Dishonest / Fake.
Verb Table (1d66) 24. Enchanted.
25. Energetic / Animated.
11. Accompany.
26. Famous.
12. Acquire.
31. Fashionable.
13. Avenge.
32. Fugitive / Stolen.
14. Banish.
33. Generous / Cheap.
15. Befriend.
34. Ghostly.
16. Belittle.
35. Greedy / Expensive.
21. Capture.
36. Haunted.
22. Compete.
41. High-tech.
23. Convince.
42. Holy / Sacred.
24. Delay.
43. Hot-headed / Burning.
25. Deliver.
44. Immortal / Eternal.
26. Destroy / Defeat.
45. Infamous.
31. Entertain.
46. Injured / Damaged.
32. Exchange.
51. Lost / Abandoned.
33. Find / Uncover.
52. Monstrous.
34. Follow.
53. Mysterious.
35. Guard.
54. Old / Antique.
36. Heal / repair.
55. Poor / Everyday.
41. Help.
56. Popular / Crowded.
42. Hide.
61. Rich / Valuable.
43. Hire / Rent.
62. Sick / Contaminated.
44. Ignore.
63. Truthful / Authentic.
45. Impersonate / Fake.
64. Undead.
46. Intercept.
65. Unpopular / Empty.
51. Liberate.
66. Young / New.
52. Promote.
53. Replace.
54. Rescue.
15
Object Table (1d66) 24. Domestic Creature.
11. Baked Good. 25. Farmer / Gardener.
12. Beverage. 26. Guard / Police Officer.
13. Body Part. 31. Hermit.
14. Book of Poetry. 32. Historian.
15. Book of Spells. 33. Innkeeper.
16. Chest / Box. 34. Investigator.
21. Crafting Utensil / Tool. 35. Jester / Clown.
22. Crystal / Gemstone. 36. Journalist.
31. Electronic Device. 41. Merchant / Shopkeeper.
23. Farming Implement. 42. Messenger.
24. Fruit. 43. Model.
25. Gardening Tool. 44. Musician.
26. Household Item. 45. Noble.
32. Item of Clothing. 46. Office Worker.
33. Item of Furniture. 51. Philosopher.
34. Journal. 52. Physician / Surgeon.
35. Letter / Message. 53. Politician.
36. Map. 54. Priest.
41. Medicine. 55. Retail Worker.
42. Mirror / Camera. 56. Royal.
43. Orb. 61. Student / Scholar.
44. Package. 62. Teacher.
45. Painting / Photo. 63. Warrior / Soldier.
46. Piece of Armour. 64. Wild Creature.
51. Piece of Jewellery. 65. Wizard / Scientist.
52. Plant / Herb. 66. Writer.
53. Potion.
54. Recipe Book. Location Table (1d66)
55. Scroll. 11. Bar / Café.
56. Sculpture. 12. Battlefield.
61. Shield. 13. Boat / Ship.
62. Staff / Cane. 14. Canyon.
63. Toy. 15. Castle / Fortress.
64. Vegetable. 16. Cave.
65. Wand. 21. City.
66. Weapon. 22. Desert.
23. Dungeon / Prison.
Person Table (1d66) 24. Farm.
11. Actor / Comedian. 25. Forest / Wood.
12. Adventurer. 26. Garden / Park.
13. Archaeologist. 31. Graveyard / Cemetery.
14. Artisan / Tradesperson. 32. Hospital.
15. Artist. 33. House.
16. Athlete. 34. Hut / Hovel.
21. Cook. 35. Inn / Hotel.
22. Criminal. 36. Island.
23. Diplomat. 41. Jungle.
16
42. Lake. 56. Divine intervention.
43. Library. 61. Broken promise.
44. Market / Shopping Centre. 62. Malfunction.
45. Mountain. 63. An outside power interferes.
46. Museum. 64. Minor injury.
51. Palace / Mansion. 65. Delay.
52. Restaurant. 66. Serious accusation.
53. School / Academy.
54. Shop. Creature Generator
55. Swamp. The following tables can be used to generate
56. Tavern / Pub. monsters, beasts or other fantastical
61. Temple / Church. creatures for your game of Stravagante.
62. Tower / Skyscraper. Roll for Adjectives, Types and Behaviours
63. Town. and assign as many Traits as you want (any
64. Village. Kin, see Character Creation page 10).
65. Volcano. Creatures can be played as NPCs and as
66. Waterfall. opponents in a Tight Spot (see page 3).
17
41. Omnivorous. 23. Enjoys playing practical jokes.
42. Rocky. 24. Enjoys taunting other creatures.
43. Scaly. 25. Fascinated by/worships a celestial body.
44. Shimmering. 26. Freezes when threatened.
45. Short. 31. Goes weeks without food or drink.
46. Slimy. 32. Has a symbiotic relationship.
51. Slippery. 33. Has an inquisitive nature.
52. Small. 34. Hibernates or becomes dormant.
53. Spectral. 35. Hitches rides on other creatures.
54. Spiky. 36. Hoards food.
55. Spotted. 41. Inflates when threatened.
56. Squishy. 42. Is extremely cautious.
61. Sticky. 43. Is fiercely territorial.
62. Striped. 44. Lays golden eggs.
63. Tiny. 45. Moves or dances hypnotically.
64. Undead. 46. Observes and mimics other creatures.
65. Vibrant. 51. Only eats one specific food.
66. Watery. 52. Perfectly mimics any sound it hears.
53. Poops precious gems.
Creature Type (2d6) 54. Reacts violently to loud noises.
2. Humanoid. 55. Rests but never sleeps.
3. Construct*. 56. Sheds its skin.
4. Amphibian. 61. Sleeps during the day.
5. Fish. 62. Steals and raises other creatures’ young.
6. Reptile. 63. Travels alone.
7. Mammal. 64. Travels in packs.
8. Insect. 65. Travels in pairs.
9. Avian. 66. Uses its droppings as projectiles.
10. Plant.
11. Elemental. Extra Character Descriptors
12. Chimera (re-roll x3 and combine). Three 2d6 tables that can be used for both
PCs and NPCs.
*Construct Material (1d6)
1. Household items. Appearance (2d6)
2. Food or drink. 2. Extravagant.
3. Tools, utensils. 3. Eccentric.
4. Clothing, armour. 4. Haggard.
5. Refuse, rubble. 5. Exhausted.
6. Organic matter. 6. Unkempt.
7. Average.
Creature Behaviour (1d66)
8. Neat.
11. Attacks anything it perceives as a threat.
9. Elegant.
12. Becomes loud when excited or agitated.
10. Ruddy.
13. Bonds quickly with larger creatures.
11. Intimidating.
14. Builds and lives in a nest or den.
12. Ethereal.
15. Changes colour based on its mood.
16. Collects junk. Goal (2d6)
21. Collects shiny objects. 2. Revenge.
22. Digs enormous holes / tunnels. 3. Solve a mystery.
18
4. True Love. Number of Uses (1d6)
5. Wealth. 1. One use.
6. Family. 2. Two uses.
7. A quiet life. 3. Three uses.
8. Friendship. 4. One use per Rest.
9. Respect. 5. Two uses per Rest.
10. Fame. 6. 1d6+2 uses per Rest.
11. Adventure.
12. Power. Example Magic Items
Amulet of Awareness: a jewelled
Quirk (2d6) pendant that allows the wearer to cast
2. Always rhymes. the Spell “Ethereal Eye” once per Rest,
3. Always loud. which grants the caster Advantage on
4. Very emotional. investigating.
5. Easily offended.
Dead Man’s Grip: a glove that carries
6. Easily amused.
the “Rotting Curse”. The wearer
7. Overly trusting.
permanently acquires the Rotten Trait.
8. Distractible.
Dragon Drop: a liquorice candy that
9. Overly affectionate.
when eaten grants the “Breath Weapon”
10. No sense of humour.
Trait (fire-breathing) until the next Rest.
11. Collects odd items.
Ectoplasmic Lens: a camera imbued
12. Overly dramatic.
with the Spell “Ghostly Vision”, which
allows the person looking through the
Magic Item Generator
camera to detect invisible creatures. 3
Item Type (1d6) uses per Rest.
1. Food / Drink. Healing Potion: restores 2d6 EP to
2. Weapon / Armour. Stamina, enough for 2 uses.
3. Tool / Device. Horn of the Imp: a small red horn shed
4. Item of Clothing. from an imp that when held grants the
5. Accessory / Jewellery. “Lucky Blessing”, affording the holder
6. Book / Scroll. Advantage on all Luck Rolls until their
next Rest. One use.
Magic Item Effect/s (2d6)
2. Cursed Condition (roll for Spell Map Generator
Descriptor). To generate a large map, make a grid made
3. Temporary Trait (any Kin, Trait lasts up of however many squares you wish. Then
until next Rest). roll 2d6 for each square, making note of
4. Temporary extra 1d6 EP in a Stat of each one’s Terrain, based on the roll table
choice (last until next Rest). below. Next, roll 1d6 for each square: on a
5. Restores 2d6 EP to Stat of choice. 6, then there is a Settlement.
6. Removes 1 harmful Condition. Roll on the Settlement table to determine
7. Restores 1d6 EP to Stat of choice. what kind of settlement it is. Use a Spell
8. Casts a Spell (use any Spell roll tables). Descriptor, Adjective or the Weather Table
9. Blessed Condition (roll for Spell below if you want to give the Terrain and/or
Descriptor). Settlements more character.
10. Permanent Trait (any Kin). You can connect the settlements via roads.
11. Fully restore the EP a Stat of choice. You decide how many days it takes to cross
12. Fully restores the EP to all Stats. each square, in game.
19
Terrain (2d6) 24. Shallow.
2. Volcano. 25. Practical.
3. Mountains. 26. Imaginative.
4. Hills. 31. Secretive.
5. Woods. 32. Naïve.
6. Grassland. 33. Belligerent.
7. Plains. 34. Boastful.
8. Fields. 35. Excitable.
9. Water. 36. Haughty.
10. Swamp. 41. Abrasive.
11. Wastes. 42. Philosophical.
12. Ice. 43. Chivalrous.
44. Reckless.
Settlement (2d6) 45. Graceful.
2. Camp. 46. Kind.
3. Hut. 51. Grim.
4. Cottage. 52. Whimsical.
5. Mansion. 53. Chatty.
6. Hamlet. 54. Spiritual.
7. Village. 55. Grumpy.
8. Town. 56. Romantic.
9. Large Town. 61. Brave.
10. City. 62. Frugal.
11. Walled City. 63. Humble.
12. Fortress. 64. Ditsy.
65. Shy.
Weather (2d6) 66. Greedy.
2. Treacherous.
3. Stormy.
4. Windy.
5. Rainy.
6. Damp.
7. Mild.
8. Misty.
9. Dry.
10. Sunny.
11. Pleasant.
12. Idyllic.
Personality (1d66)
11. Selfish.
12. Youthful.
13. Meticulous.
14. Stoic.
15. Eccentric.
16. Imposing.
21. Eager.
22. Vain.
23. Jovial.
20
Spell Generators 21. Construct.
22. Word.
Light Magic 23. Halo.
24. Image.
Spell Descriptor (1d66) 25. Portal.
11. Exploding. 26. Crystal.
12. Hypnotic. 31. Glow.
13. Lucky. 32. Cube.
14. Singing. 33. Aura.
15. Glittering. 34. Scroll.
16. Invisible. 35. Wisp.
21. Dazzling. 36. Symbol.
22. Energising. 41. Blade.
23. Reviving. 42. Tool.
24. Giggling. 43. Armour.
25. Divine. 44. Missile.
26. Delicious. 45. Warp.
31. Floating. 46. Link.
32. Fragrant. 51. Wall.
33. Bolstering. 52. Dream.
34. Mending. 53. Copy.
35. Celestial. 54. Flare.
36. Radiant. 55. Dome.
41. Purifying. 56. Mote.
42. Bewildering. 61. Cure.
43. Erratic. 62. Vision.
44. Fizzing. 63. Arrow.
45. Ethereal. 64. Shield.
46. Fractal. 65. Script.
51. Psionic. 66. Surge.
52. Magnetic.
53. Alchemical. Elemental Magic
54. Shrinking.
55. Enlarging. Spell Descriptor (1d66)
56. Holy. 11. Oily.
61. Repelling. 12. Sticky.
62. Restorative. 13. Cooling.
63. Helpful. 14. Melting.
64. Flashing. 15. Thundering.
65. Reflective. 16. Oozing.
66. Temporal. 21. Scorching.
22. Crystallising.
Spell Shape (1d66) 23. Volcanic.
11. Orb. 24. Seismic.
12. Prism. 25. Swampy.
13. Beam. 26. Corrosive.
14. Barrier. 31. Squelching.
15. Bubble. 32. Refreshing.
16. Blessing. 33. Warming.
21
34. Burning. 52. Impact.
35. Frozen. 53. Stone.
36. Buffeting. 54. Squall.
41. Cascading. 55. Pool.
42. Atomising. 56. Tide.
43. Freezing. 61. Blast.
44. Shocking. 62. Spark.
45. Boiling. 63. Avalanche.
46. Sizzling. 64. Eruption.
51. Electrifying. 65. Fissure.
52. Steaming. 66. Force.
53. Blistering.
54. Eroding. Nature Magic
55. Slimy.
Spell Descriptor (1d66)
56. Soothing.
11. Feathered.
61. Pulverising.
12. Shaggy.
62. Solar.
13. Medicinal.
63. Bracing.
14. Aging.
64. Gaseous.
15. Buzzing.
65. Crashing.
16. Bellowing.
66. Gurgling.
21. Calming.
Spell Shape (1d66) 22. Lunar.
11. Rain. 23. Roaring.
12. Spray. 24. Galloping.
13. Breeze. 25. Howling.
14. Rock. 26. Squawking.
15. Stream. 31. Blooming.
16. Sand. 32. Leaping.
21. Explosion. 33. Soaring.
22. Mound. 34. Bestial.
23. Storm. 35. Winged.
24. Pit. 36. Sprouting.
25. Ray. 41. Thorny.
26. Whirlwind. 42. Hallucinatory.
31. Discharge. 43. Healing.
32. Bolt. 44. Rejuvenating.
33. Wind. 45. Verdant.
34. Burst. 46. Fluttering.
35. Cloud. 51. Scuttling.
36. Torrent. 52. Poisonous.
41. Fury. 53. Growling.
42. Jet. 54. Scaly.
43. Wave. 55. Slashing.
44. Mist. 56. Alluring.
45. Gust. 61. Bountiful.
46. Current. 62. Slithering.
51. Fog. 63. Venomous.
64. Entangling.
22
65. Squeaking. 16. Withering.
66. Hissing. 21. Maddening.
22. Haunting.
Spell Shape (1d66) 23. Petrifying.
11. Talon. 24. Ritualistic.
12. Bramble. 25. Screaming.
13. Berry. 26. Creeping.
14. Flower. 31. Consuming.
15. Form. 32. Stinking.
16. Cry. 33. Agonising.
21. Shrub. 34. Sickening.
22. Root. 35. Leeching.
23. Fang. 36. Monstrous.
24. Snare. 41. Gnawing.
25. Branch. 42. Ghostly.
26. Herb. 43. Vanishing.
31. Vine. 44. Banishing.
32. Song. 45. Festering.
33. Call. 46. Skeletal.
34. Moss. 51. Draining.
35. Leaf. 52. Whispering.
36. Morph. 53. Ravenous.
41. Growth. 54. Taunting.
42. Form. 55. Writhing.
43. Dance. 56. Unholy.
44. Plant. 61. Rotting.
45. Scent. 62. Demonic.
46. Branch. 63. Skulking.
51. Circle. 64. Filthy.
52. Speech. 65. Weeping.
53. Horn. 66. Shrieking.
54. Rune.
55. Sap. Spell Shape (1d66)
56. Claw. 11. Spirit.
61. Horn. 12. Dagger.
62. Spore. 13. Darkness.
63. Shell. 14. Worms.
64. Mushroom. 15. Hand.
65. Shade. 16. Tendrils.
66. Hatchling. 21. Chains.
22. Echo.
Shadow Magic 23. Sigil.
24. Shade.
Spell Descriptor (1d66)
25. Wound.
11. Horrifying.
26. Eye.
12. Spiky.
31. Manifestation.
13. Malicious.
32. Sword.
14. Bleeding.
33. Bite.
15. Chilling.
23
34. Nightmare.
35. Breath.
36. Claw.
41. Cage.
42. Bile.
43. Command.
44. Touch.
45. Grasp.
46. Transformation.
51. Chant.
52. Ichor.
53. Stare.
54. Minion.
55. Pact.
56. Voice.
61. Vortex.
62. Ward.
63. Curse.
64. Affliction.
65. Stench.
66. Fear.
24