Greenland · game system

A world
with weight.

Narrative-first d6 rules for people with measurable limits, dangerous choices, and consequences that remain in the fiction.

The design in one sentence

Fiction first.
Consequences always.

Greenland uses mechanics to support collaborative storytelling and tactical decisions. The rules describe what bodies, objects, and magic can do—but no rule should obstruct the fun of the table.

Chapter 01

At the table

Resolution

Six-sided dice arbitrate uncertain situations. Start from the fiction, identify the stakes, then roll only when the answer matters.

When to roll

Greenland describes physical constraints directly whenever possible. A gate may simply weigh 200 kg; the party can reason from that fact before dice enter the scene. Roll when one or more of these conditions apply:

  • The stakes are high.
  • The outcome is uncertain.
  • The characters lack the right tools.
  • The plan is bad.
  • Rolling is what the player prefers.

Base roll · 1d6

Difficulty and outcomes

A failed roll does not have to mean nothing happens. It may worsen the situation or permit success at a severe cost.

DifficultyFailure
things get worse
Success with consequenceSuccess
Very Easy12–34–6
Easy1–23–45–6
Normal1–34–56
Hard1–456
Very Hard1–56

Advantage and disadvantage

Add dice when the fiction makes success more or less likely. With +1d6, roll two dice and keep the highest. With −1d6, roll two and keep the lowest. There is no formal limit.

Helpful and hindering dice cancel one-for-one before the roll. The GM should welcome player suggestions that explain why the situation deserves an adjustment.

Foretell the danger

The GM is encouraged to state likely consequences before a decision. This closes the gap between the world the GM imagines and the one the players understand.

Core principle

Violence is never the required goal. Every encounter should offer a possible path that does not depend on violence, and combat should remain dangerous enough to invite critical thought.

Chapter 02

Build a person, not a stat block

Characters

The baseline rules assume humanoid characters. Age, height, weight, traits, attributes, skills, work, and values establish both capability and place in the world.

Development rather than years

Age

Choose a stage: child, young adult, adult, middle-aged, venerable, elderly, or ancient. Age limits attributes and skills and determines the character’s starting profile.

AgeMax. attributeMax. skill
ChildWeakApprentice
Young AdultLegendaryJourneyman
AdultLegendaryMaster
Middle-AgedLegendaryMaster
VenerableExceptionalMaster
ElderlyWeakMaster
AncientWeak / FrailExpert
AgeStarting attributes / skills
Child50% Weak / Apprentice
50% Frail / Unskilled
Young Adult50% Normal / Journeyman
50% Weak / Apprentice
Adult100% Normal / Journeyman
Middle-Aged100% Normal / Journeyman
Venerable100% Normal / Journeyman
Elderly50% Normal / Journeyman
50% Weak / Apprentice
Ancient50% Weak / Apprentice
50% Frail / Unskilled

New characters should not begin with Legendary attributes or Master skills. Those tiers are intended as achievements reached through the story.

Height · weight · relative scale

Size

Height sets reach. Weight affects carrying capacity and the permitted relationship between Strength and Agility.

Height

The human baseline is 1.7 m. Keep that height or roll 2d6: one die sets positive or negative adjustment, while the other sets magnitude. A magnitude of 1–2 makes no change; 3–4 changes height by .1 m; 5 by .2 m; and 6 by .3 m. The usual range is 1.4–2.0 m.

HeightMinimum weight
1.4 m40 kg
1.5 m45 kg
1.6 m50 kg
1.7 m55 kg
1.8 m60 kg
1.9 m65 kg
2.0 m70 kg

Relative size categories

CategoryHeight factorWeight factorCategoryHeight factorWeight factor
Atomic.0001 × heightLarge2 × height
Infinitesimal.01 × heightHuge4 × height
Minuscule.1 × heightGigantic8 × height
Tiny.25 × heightGargantuan64 × height
Small.5 × heightCosmic4096 × height
Medium1 × height
Working draft

The source table leaves every weight factor undefined. Size remains relative: a large object for a medium creature is merely medium to a large creature. Apply the height factor to related limits, speeds, and carrying capacity when a ruling needs scale.

Children are small relative to their adult form. Calculate their adult height and weight, then halve each to find the child’s maximum before advancing to the next age category.

Inherent qualities

Traits

Assign 3, 2, and 1 across the three traits. When a trait is expressed, roll that many d6; circumstances may add more.

Memory
Recall information the character has encountered. Negotiate why the character would know it, and record what the GM confirms they remember.
Toxin Resistance
Resist natural or synthetic chemicals. Accumulation may increase the difficulty.
Disease Resistance
Resist bacterial or viral intrusion. Recovery from infection may require several successful rolls.

Magic variant: Memory determines how many spells a character can memorize. A memorized spell may be cast at will with the benefits of ritual preparation.

Trainable physical capability

Attributes

Strength, Agility, Endurance, and Awareness improve through use and training and may decline when neglected.

Frail −2d6Weak −1d6Average 1d6Exceptional +1d6Legendary +2d6

Raising an attribute by one tier requires lowering another attribute or skill by one tier. Moving into or out of Legendary shifts two other tiers total. A character can maintain no more than two Legendary attributes or Master skills combined.

The working draft uses “Average” in its tier description and “Normal” in several tables; this reference treats them as the same middle tier.

Body-weight limits

Body weightMaximum StrengthMaximum Agility
>200 kgLegendaryFrail
175–200 kgLegendaryWeak
135–174 kgLegendaryNormal
100–134 kgExceptionalExceptional
60–99 kgNormalLegendary
40–59 kgWeakLegendary
<40 kgFrailExceptional

Strength

Governs carrying capacity, lifting, dragging, pushing, heavy objects, and throwing distance.

StrengthPush / pullLiftThrow 1 kg
Legendary500 kg500 kg100 m
Exceptional300 kg300 kg75 m
Normal100 kg100 kg50 m
Weak50 kg50 kg25 m
Frail25 kg25 kg10 m

Approximate other throws from the 1 kg benchmark; for example, halve the distance for a 2 kg object.

Carried loadFrailWeakNormalExceptionalLegendary
No speed impact.1 × BW.2 × BW.3 × BW.4 × BW.5 × BW
No sprint or swim; half jump and climb.2 × BW.3 × BW.4 × BW.5 × BW.6 × BW
No run or climb; quarter jump.3 × BW.4 × BW.5 × BW.6 × BW.75 × BW
No jog, dodge, or jump.4 × BW.5 × BW.6 × BW.75 × BW1 × BW
Cannot move>.4 × BW>.5 × BW>.6 × BW>.75 × BW>1 × BW

Agility

Governs balance, poise, grace, flexibility, coordination, speed, and jumping.

AgilityJogRunSprintClimbSwim
Legendary2.5 m/s5 m/s10 m/s3 m/s2.5 m/s
Exceptional2 m/s4 m/s8 m/s2 m/s2 m/s
Normal1.5 m/s3 m/s6 m/s1 m/s1 m/s
Weak1 m/s2 m/s4 m/s.5 m/s.5 m/s
Frail.5 m/s1 m/s2 m/s.25 m/s.25 m/s
AgilityStanding long jumpRunning long jumpHigh jumpActions
Legendary2 × height6 × height1 × height3
Exceptional1.5 × height4 × height.75 × height2
Normal1 × height2 × height.5 × height2
Weak.5 × height1 × height.25 × height1
Frail.25 × height.5 × height.1 × height1

A running long jump requires the character to be sprinting.

Endurance

Governs stamina, pain tolerance, and exertion over time.

EnduranceStaminaHold breath
Frail2.5 min
Weak41 min
Normal62 min
Exceptional85 min
Legendary1010 min

Awareness

Governs physical senses, awareness of others, intuition, and the ability to react.

AwarenessReactions / round
Frail1
Weak2
Normal3
Exceptional4
Legendary5

Technique and learned knowledge

Skills

Skills use the same exchange rule as attributes: advancement requires another skill or attribute to decline.

Inexperienced −2d6Novice −1d6Journeyman 1d6Expert +1d6Master +2d6
Legerdemain
Sleight of hand, escaping bonds, forgery, and disguises.
Linguistics
Language fundamentals; sufficient exposure can make communication with non-native speakers possible.
Logic
Deductive and inductive reasoning, from debate to solving puzzles.
Mechanics
Understanding how objects work, including repair and deliberate breakage.
Survival
Tracking, natural medicine, identification, and foraging. Alien ecologies still require time and study.

Defensive skills

All defensive skills require at least one reaction. A successful defense eliminates the attack’s damage, though secondary effects may remain.

Parry · 1 stamina
Use a weapon against a melee attack. A successful parry permits an immediate riposte without another reaction, though the counterattack still costs stamina and can itself be parried.
Deflect · 1 stamina
Use armor or a shield. Damage may be avoided while force or another secondary effect still reaches the defender.
Dodge · 2 stamina
Move out of the attack. Space and mobility are required; success moves the defender up to their standing long-jump distance.

Fighting styles

An attack is expected to hit unless the target uses a defense. Fighting styles therefore set the number of damage dice rather than the chance to hit. Each use costs one stamina.

Unarmed Melee
The body is the weapon. Consider the target’s material when setting damage.
Armed Melee
A held object inflicts damage; weapon and target materials matter.
Ranged—Shot
A weapon fires a projectile.
Ranged—Thrown
An object or creature is thrown; weight and suitability affect the result.

Variant abilities

Manipulation · skill
Influence an NPC through deception, persuasion, or intimidation when the table prefers a roll over extended social play.
Magic · skill
Sets a spell’s efficacy and magnitude. At great mastery, raw scale may supersede ordinary damage.
WillpowerFrailWeakNormalExceptionalLegendary
RangeNoneSelfNatural reachSightAny known place
TargetsNone1All touchedAll seenAny known targets

Willpower is recommended when Magic is present. It governs range, number of targets, and resistance to magic. Sight is the default sense, but another sense may establish perception.

A life lived before the adventure

Jobs and values

Jobs confer knowledge, practical skill, relationships, and cultural context beyond the formal skill list. Values guide decisions without adding mechanics.

At every life stage except Child and Ancient, take one new job or deepen an existing one. Describe the work specifically, but do not narrow away the broader experience that came with it.

ArtisanFarmer / Rancher / ShepherdAthleteMinerAdministrator / Seneschal / VizierSecurityClergyTrapper / Hunter / GathererDesignerPhysicianResearcher / ScholarDiplomat / InterpreterPerformerBanker / Investor / MerchantPhilosopherAlchemist / Chemist / PharmacistLibrarian / ScribeBuilderInventor / EngineerEducator / Mentor

For values, choose any point on a listed spectrum. Starting characters are encouraged to adopt two extremes; they need not come from the same row.

Extreme 1AExtreme 1BExtreme 2AExtreme 2B
WildnessCivilizationRespect GivenRespect Earned
FreedomOrderEquityFairness
IndividualismCooperationMeans justify the endEnds justify the means
MercyRetribution / JusticeFaithCertainty
ChangeStabilityContentAspirational
TrustSkeptical / CriticalCharitableFrugal
PreparedReactiveCompassionateDisciplined
TemperanceLibertinePassionateRational / Prudence
AusterityAestheticsSpiritualMaterial
FamilyFriendsHopeful / IdealisticPragmatic
Chapter 03

Tools have shape and mass

Objects

Equipment supplements capability. Economies vary by campaign, so the rules define practical constraints rather than prices.

Slots by relative size

A character can normally carry two large, two medium, and four small objects, plus any number of tiny objects within the character’s weight limit. Worn armor does not consume one of the two large-object slots.

One large object occupies the space of two medium objects; one medium object occupies the space of two small objects. Huge objects usually demand a group and a ruling.

Weight, hands, and reach

Use real-world equivalents to estimate weight, then compare the total with Strength. A hand wielding an object is unavailable for actions the grip would prevent.

The GM should record object size and pay particular attention to melee-weapon length, because weapon length is added to natural reach.

Chapter 04

A treatise on magic

Will against the universe

Magic is the exertion of will through sound, motion, symbol, material, tradition, attunement, belief, or the aid of something powerful.

I

The universe resists

A spell’s effect is instantaneous unless concentration extends it. When concentration ends, a target tends to return toward its natural state.

II

Physical laws remain

Common magic changes natural states but does not ignore conservation. Drawing heat to create fire can leave the caster and surroundings dangerously cold. Untrained magic is deadly.

III

Living wills resist

Directly targeting a living, sentient, or conscious creature can begin a contest of wills and reflect the magic upon the caster. Helpful changes—such as accelerating desired healing—are less likely to meet resistance.

IV

Creators break the boundary

Creating matter or energy from nothing, restoring a spirit to a body, true curses, sentient objects, and impossible knowledge belong to Creator-scale powers rather than ordinary mortal practice.

V

Knowledge sets reach

Magic can safely affect what the caster can perceive and understand. Guessing at an unseen state is hazardous, and altering time is especially dangerous because the caster cannot account for the universe’s relative motion.

VI

Rituals trade speed for safety

Patient study, material preparation, and exact intonation reduce negative outcomes. Research can make an effect repeatable, but only a few complete spell processes can be held in memory at once.

Memory held in matter

Magic items

An object can anchor a ritual for a time, sustaining magic without the caster’s concentration. Permanence requires something more powerful: story.

Legendary deeds fuse the caster’s will into an object for as long as its story can be recounted. Forgotten items go dormant; recovering their deeds can wake them. Inscribing that history upon the object helps preserve the bond.

A destroyed magic item can be reforged by repeating its original ritual and recounting its legacy. False stories and deceitful attempts at permanence invite backlash, often in the form of a curse.

Related archiveRead Tavian’s three established spells
Chapter 05

When free play sharpens

Encounters

Encounters give structure to timed or opposed situations. Combat is one dangerous form—not the default answer.

Encounter procedure

  1. 01
    Establish awareness.

    Use circumstances or Awareness. Anyone unaware of the situation cannot react.

  2. 02
    Decide who acts first.

    Let players go first when sensible; otherwise use Awareness or the declared actions.

  3. 03
    Choose turn order.

    “Sides” initiative is recommended: one allied party completes its turns before the next, while reactions still interrupt.

  4. 04
    Execute one round.

    Resolve each character’s turn and all triggered reactions.

  5. 05
    Re-evaluate.

    Describe what changed and continue only while the encounter remains unresolved.

Rounds and turns

A round is five seconds and contains every party’s turn, approximating simultaneous action. Every character receives one turn per round and may forgo it or reorder within their side.

The GM should keep even long mechanical exchanges plausible within those five seconds.

Movement

From a standstill, a character may walk or jog. Running requires jogging during the prior round; sprinting requires running during the prior round. A character can reduce to any lower speed within one round.

Running: no actions, but reactions remain; starting a turn running costs half total stamina. Sprinting: no actions or reactions except dodge or jump; starting a turn sprinting costs all stamina.

Interrupt the moment

Reactions and helping

Spend a reaction and the required stamina to respond. Awareness limits reactions per round; the GM may require several reactions for an exceptional response.

Defensive skills and attacks triggered when an opponent enters reach are common reactions. A character may also help another: if the help makes sense and the helper has access to the moment, add dice or reduce difficulty. In sides initiative, the helper may interrupt to move into position, after which play returns to the original turn.

Combat procedure

  1. 01
    Describe the action

    Decide whether it can damage a creature or object, then spend stamina.

  2. 02
    Name the targets
  3. 03
    Targets choose reactions
  4. 04
    Resolve reactions
  5. 05
    Confirm viability

    If the situation changed, decide whether the original action can still happen.

  6. 06
    Set damage dice

    Apply fighting style, size, armor, and situational modifiers.

  7. 07
    Resolve other effects

    Force, falling, position, damaged gear, and environmental changes may matter separately.

  8. 08
    Resolve damage

The action economy is physical

Stamina and overexertion

Stamina pays for actions and reactions and normally refreshes to the Endurance total at the beginning of the character’s turn.

The GM sets an action’s final stamina cost from both its suggested cost and the fiction. A character who has at least one stamina but lacks the full cost may overexert once per round. The deficit reduces the stamina refreshed next turn, and the character becomes Winded.

Example

A dodge costs 3 stamina, but the character has only 1. They overexert by 2. Their Exceptional Endurance would normally refresh 8 stamina next turn; it refreshes only 6.

If a character would begin a turn with zero or less stamina, they become Fatigued and fall unconscious. They regain consciousness after five rounds, including the round in which they collapsed, unless the GM rules otherwise.

Wounds, not hit points

Damage

Roll d6 damage dice, adding and subtracting dice exactly as in ordinary resolution. Read the result from the highest or lowest kept dice as appropriate.

RollOutcome
Three 6sInstant Death
Two 6sImminent Death
6Major Wound
2–5Minor Wound
1Superficial; target stamina reduced by 1
Two 1sNo damage; attacker’s weapon damaged
Three 1sNo damage; attacker’s weapon broken
  • Multiple 6s or 1s count only when the roll actually includes additional or subtracted dice. An attack rolling with −2d6 cannot cause instant death.
  • There is no limit to added or subtracted damage dice.
  • Use damage dice for creatures. Damage to objects is adjudicated directly by the GM.
  • Add one damage die for every relative size category the attacker or source exceeds the target; subtract one for every category smaller.
  • Damage type and description can alter the dice. Armor normally subtracts dice.
  • One action may cause several separate damage rolls—for example, a strike followed by a fall.
  • Roll separately for each creature unless a shared roll better serves speed at the table.

Death, weapons, and reach

Ways to die

Two minor wounds equal one major wound. Two major wounds lead to imminent death: without treatment, the character dies after a time set by the GM or in 1d6 rounds. Other fatal processes include severing, neurological trauma, crushing, asphyxiation, blood loss, and organ failure.

Weapon condition

Weapons have light, medium, and heavy damage states. Light and medium damage permit continued use; heavy damage makes the weapon unusable but repairable. Further damage breaks it beyond repair.

Nearly any object used to attack can be a weapon, and the body is a weapon in martial arts. Material and shape matter in the fiction even when the mechanics are similar. Heavy weapons add damage dice, are harder to parry, require more stamina, and normally demand at least Exceptional Strength.

When martial-arts damage rolls would damage or break a weapon, the attacking body part is wounded or broken instead.

Reach.5 × Height + Weapon Length

A weapon at least half the wielder’s height requires two hands for effective use. Entering an opponent’s reach may trigger a reacting attack before movement continues.

Protection and precision

Armor, shields, and targeted attacks

Armor subtracts damage dice and can be more or less effective against particular forms of harm at the GM’s discretion.

Worn armorDamage dice reducedApprox. humanoid weight
Light15 kg
Medium210 kg
Heavy325 kg

Armor uses the same light, medium, and heavy damage states as weapons. Heavy damage makes it unusable but repairable; further damage breaks it permanently.

Shields are armor designed for deflection and bodily cover. When Deflect is used, the shield receives armor damage first. Carrying a shield makes parrying less effective.

Targeted attacks use the normal attack procedure but may bypass armor, damage a specific armor location, or ensure any wound applies to the chosen body part. Sensitive and well-guarded targets—such as a human head—may grant additional defense dice. Targeting creates opportunities to disable or demoralize without killing.

Chapter 06

Consequences that persist

Conditions

Conditions translate altered bodies and minds into narrative and mechanical pressure. Several may apply at once and compound.

Disoriented

Impaired focus, from preoccupation to complete inability to act.

FascinatedDazedStaggeredConfusedStunned

Fearful

Players should own their characters’ responses. The GM should not compel action without consent; a table-agreed stress variant may provide guidance.

ShakenAfraid / FrightenedCoweringPanicked

Bodily discomfort

Illness

Sick
Recovery from injury is difficult and general bodily health, such as Endurance, may decline.
Nauseated
May directly limit actions or reactions.
Poisoned
The toxin remains until neutralized or processed; repeated resistance rolls may each carry a consequence.

Unable to move

Impediment

Entangled
Usually reduces movement and the speed of actions or reactions.
Restrained
One or more parts of the body cannot move.
Flat-Footed
The character cannot react.
Pinned
Movement is limited by the pinning creature or object until it is overcome.
Grappled
Another creature is in bodily contact and attempting restraint.

Senses affected

Perception

Dazzled
A burst of light causes disorientation or briefly prevents sight.
Blinded
The character cannot see, affecting movement and targeting.
Deafened
The character cannot hear clearly, affecting awareness.

Helpless or incapacitated

Control

Paralyzed
One or more body parts cannot move; paralysis of internal organs can be fatal.
Unconscious
The GM determines possible methods of revival.
Prone
Knocked from the normal standing position, usually limiting movement and defense.

Lethargic

Exertion and rest

Winded
Stamina does not fully refresh. If the character neither acts, reacts, nor moves during a turn, Winded ends at the beginning of the next turn.
Fatigued
Total stamina is halved and a longer rest is required.
Tired
Inadequate rest can affect every attribute.
Exhausted
Sustained lack of rest affects all attributes and skills and can become fatal without treatment.
End of current field manual

Rules are rulings in service of the table. The world should feel coherent; the players should feel heard.

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