TTRPG Wiki

Compare tabletop RPG systems to find your next game

Wyld

Version 7
Anthropomorphic Wyld Folk hold the line as their cozy world of Sunder gradually darkens
View on itch.io →This page contains affiliate links. If you purchase through them, we may earn a small commission at no extra cost to you.
fantasy
Rules-LightBeginner-FriendlyClasslessDark FantasyFiction-FirstTheater of the MindOne-Shot FriendlyLow-PrepRandom TablesRoll to CastInventory ManagementOpen Source
✦ Indie Creator Submitted
Languages: English
Dice2d6
System FamilyStandalone
CostFree
LicenseCC BY 4.0
PublisherQuest Giver Games
Year2026
Complexity Low
Accessibility Very High
Runnability High

Core Mechanic

Roll 2d6 plus the relevant ability point (Strength, Dexterity, Intelligence, or Empathy, each rated 0–4) for any risky action: 10+ is a Success, 7–9 a Partial Success that lands with a complication, 6 or less a Failure. Double 6 is a Critical Success that grants the player a Fortune Point (spendable to boost any later roll, max 3); double 1 is a Critical Failure that hands the GM a Misfortune Point (spendable for out-of-turn foe actions, max 5). Physical attacks bypass the test — the attacker rolls the weapon's damage die, adds STR (melee) or DEX (ranged), subtracts the target's Armour Protection, and applies the remainder to Hit Points. Spellcasting reuses the 2d6 test against INT (Primordial utility) or EMP (Elemental damage), with a partial success triggering a d20 Wyld Flare table for unintended magical chaos.

Best For

Small groups who want a short, classless fantasy zine for anthropomorphic animal-folk in a pastoral world that gradually darkens — built for the tonal slide from cozy Wyld Folk daily life into encounters with corrupted Ravenous, Carrion undead, and ascending Mythics.

Highlights

Weapons strike without a roll — physical attacks resolve as damage die plus STR or DEX minus Armour Protection, removing the to-hit layer that slows similar 2d6 systems and reserving the test mechanic for risky non-attack actions, spellcasting, and contests. Magic splits into Elemental spells (EMP — damage with element-specific riders such as Air pushing the target, Earth knocking them prone, Fire bypassing armour, Light blinding, Dark dropping Strength) and Primordial spells (INT — non-damage utility from 25 paired opposites like Repel/Attract, Heat/Cool, Shrink/Grow, Slick/Friction), with a partial success on either rolling on a d20 Wyld Flare table for chaotic side-effects instead of a wasted turn. Hitting exactly 0 HP triggers the Scars table — rather than wound penalties, every entry pairs a permanent cosmetic mark (a limp, coloured-vein blood poisoning, lingering green spots, an inner-child episode) with a chance to raise an ability score or add to maximum HP, so near-death consistently bends toward leaving the Wyld Folk marked and more capable.

Considerations

Combat is one-way damage — attackers roll, defenders don't, with no dodge, parry, or active defensive reaction beyond Armour Protection — so player agency in defense is limited to wearing or removing armour rather than mid-combat maneuvering. The world of Sunder is sketched in broad strokes — its history, factions, geography, and the nature of the encroaching darkness are conveyed across a few paragraphs and bestiary entries, leaving the GM to fill in most lore at the table. Character growth caps at level 10 with a hard ceiling of 4 in any ability score — numerical advancement runs out quickly, with later gains limited to extra Martial Foci or additional spells slotted within those existing caps.