More pages

The Story:

Chapter 1plugin-autotooltip__default plugin-autotooltip_big Chapter 1: Juanda's Cave

We’ve lived all our lives in this bloody canyon, and me can’t takes no more. Me hates the canyon. And me hates me companions.

Anyway, the five of us were huddled in Juanda’s ice cave. Someone tapped on the curtain entrance and Juanda opened it. Outside were two officers of the law. One of them was Glennard. I told the coppers to state their business or taste a lick of me blade.

Chapter 2plugin-autotooltip__default plugin-autotooltip_big Chapter 2: Chicken Soup

After having agreed to split all of their spoils evenly, Blacksong, Juanda, Bernherd, and Glennard decide to get together to share tales of their past. Bernherd tells the tale of his first companion, a man so much like Blacksong that they are nearly indistinguishable.

Chapter 3plugin-autotooltip__default plugin-autotooltip_big Chapter 3: Laying Traps

Suspecting that the Traders Guild was going to find Black Song's secret path to the surface eventually, the party decided to lay some traps. Glennard cast a spell that would notify him if anyone tried to enter the cave. Black Song dug a pit. Behnerd made a magically malodorous malady. Juanda used her magic to block off the passage with a natural-seeming wall of stone, which could be climbed over if one knew where to look.

Chapter 4plugin-autotooltip__default plugin-autotooltip_big Chapter 4: Time to Make a Deal

Cliffhanger... we picked up weapons and money in our heist and were mid discussion on being criminals.

Black Song wonders aloud if he should leave his crew or go off alone.

Someone has triggered Glenard's trap. We turn to notice a man and woman standing outside of the cave.

This is an old revision of the document!

Nerds! Role-Playing Game: Quick Reference

Nerds! is a rules-light role-playing game created by Eli. This document is copyright © 2018.

Complete rules

Printable character sheet


To do anything, roll 2d6 + related primary attribute + any related skill.

Damage rolls: 1d6 + strength or agility.

To find out if you have equipment, roll Luck. Difficulty is determined by the GM.

Light armor reduces your Agility score by 1, and reduces all damage taken by 1. Heavy armor reduces your Agility by 2, and all damage taken by 2.

Luck Points

Equal to your Luck attribute. Renewed each game session. Use to change the current scene to your advantage, or re-roll a die. Bad luck points are used against you by the GM.

Hit Points (HP)

If you reach 0 HP, roll 2d6 + strength. On a 10+, you have 1 HP.


  • Earth: The physical world. Create or manipulate materials and energy.
  • Life: The living world. Encourage plants to grow, communicate with animals, or enhance or detract from living things. Heal wounds, or cause them.
  • Calling: Bring creatures or objects to you, or send them away. Things that are nearby are easy to call, while exotic or distant creatures or objects are more difficult. Powerful Calling magic can be used to create something from nothing. You can make deals with summoned creatures.
  • Thought: Create distractions, read emotions and thoughts, speak to minds, and control minds. Manipulate the senses, making people see, hear or feel things that aren't there.
  • Ether: Connect to mystical worlds. Detect magical auras, or manipulate existing magic. See hidden things, including spirits, fey or shadows. See into the future.
  • Alchemy: Create potions and permanent magical objects. Usually requires materials. Simple, short-lived items cost the least. Sometimes, you can offset the cost by using more spell points. Alchemy works best when combined with other types of magic.


Do whatever you want, with limitations:

  • You can't attack or cast a spell more than once.
  • You can't move more than 50 feet or so.
  • The GM might stop you if you try to do too many things on your turn.
  • Particularly complex actions might take more than one turn to finish.