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What the heck?
This is a fantasy roleplaying game you can play tonight. Ittakes about fifteen minutes to make characters, and theCM can come up with a plot in the time it takes for thepizza to get here.The two full-size sheets are the rules and mechanics.The half-sheets are handouts and character sheets. Yes,they duplicate. Toss ‘em on the table where everybodycan reach ‘em! There’s also a stack of CM stuff tuckedinside the CM’s Screen.The C&C is a lumpley game, I mean sort of it is, insofaras I made it and now I’m calling the games I make lumpleygames. When I made it I called it a Snappy Logo Here!game. Whatever. It’s copyright-ish ©2001 by VincentBaker, but heck, steal it if you think it’ll make you a buck.Oh, except the art, which don’t
even 
steal because I’mgoing to use it someday for the AC&C.Anyway, if you feel like it, visit lumpley games online atwww.geocities.com/lumpley/index.html, or email me atlumpley@yahoo.com.I had big help on this one from Meg Baker, Drew Bakerand Emily Boss.(Y’know, some day I’m not going to think that lumpleygames is a good name any more, but by then it will betragically too late.)
 
Target Numbers
General
6Easy9Routine12Challenging15Difficult18Very Difficult21Impossible
Other Numbers
Strength Values
3Rope6Thin tree branch6Wooden rod9Thick tree branch, sapling9Thin wooden door or wall12Wooden table15Iron chain15Metal blade15Thick wooden door or wall18Orcish steel blade18Thin tree trunk30Stone pillar30Thick tree trunk36Stone wall
Fire Virulences
Candle6 per minuteTorch6 per secondCampfire9 per secondBonfire12 per secondForest fire15 per second
Missile Target Numbers
9Target Shot12Combat Shot-3Easy Range+3Hard Range+6Extreme Range+3Dim Light+2Attacker Moving+2Attacker Distracted-2Attacker Aimed for a round+2Target Moving+2Target Dodging-2Target Silhouetted+1Scant Cover+2Light Cover+3Modest Cover+4Good Cover+5Heavy Cover
Character Creation
For each stat:
Roll 3d6 and take the middle one. Write it in the Roll box.Write the Racial Modifier in the Modifier box.Add the Roll and the Modifier. Write the total in the Stat box.
If you're a wizard
, subtract onefrom each stat except Art.If you don't have an Art roll of atleast 4, don't be a wizard. Imean, you can be one, but youwon't enjoy it.Copy the
Wound Penalties
foryour race into your Wound boxes.Choose
weapons and armor
,taking into consideration yourrace, your Might, and your otherstats. Copy their information ontoyour character sheet.Look over the
Stereotypes
page for your race. Choose a name andbriefly describe your possessions. Feel free to take different equipmentthan is listed, but be reasonable and be prepared to justify your deci-sions.
If you're a wizard
, grab a copy of your race's magic for reference.Sometimes the CM will ask you to
do things differently
, or give you dif-ferent choices, or otherwise change things around. Who are we to ques-tion the CM's judgement?
Rolling
Roll 3d10
and take the middle one. Add it to the appropriate stat.Compare the result to the target number or opposing roll.If you need to know how much you won by, subtract the target number orthe opposing roll.If you don't like 3d10 take the middle, you could always just roll 2d6 andadd. So quit your whining.
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Combat
The combatants make an opposed roll, adding their weapons' stats. (Imean that if your weapon lists its stat as Cunning, for instance, add yourCunning.) Each combatant also rolls a d6 at the same time. The winnerof the roll hits the loser, inflicting a Wound whose level is the differencebetween the rolls.For missile combat, the attacker rolls against a target number, as deter-mined by the CM (see the chart). Both the attacker and the target roll ad6 as well. If the attacker's roll beats the target number then she hits thetarget, inflicting a Wound whose level isthe difference between the roll and thetarget number.Now, if the winner's (or attacker's) d6comes up less than or equal to herweapon's Damage Rating, she doublesthe level of the Wound. If the loser's (ortarget's) d6 comes up less than orequal to her armor's Protection Rating,she halves the level of the Wound(rounding down).When you receive a Wound, mark an Xin its box on your character, like this: Ifit's a level 1 Wound, for instance, put anX in the first unmarked box. If it's level 3, count out three boxes, skippingany that already have X's in them, and put an X in the third. If you mark abox with a K in it, you're critically wounded and dying.Add up the penalties in your marked Wound boxes. This is your TotalWound Penalty. Apply it to every roll you make.For each opponent after the first, take a -1 to your roll. Each round,choose which opponent you're going after. Everybody rolls. If your rollbeats your favored enemy's, you Wound her. If your roll beats any of theothers', you give them a -1 to their roll for the next round (as you manageto keep them at bay). Anybody whose roll beats yours damages you asnormal.If you aren't actively defending yourself, it is only Routine or sometimesChallenging to hit you, and your enemy gets to choose the hit's location.Ouchie.
Magic
Make an opposed roll: you roll on your Art and the CM rolls on yourrace's Magic Roll. If you win, you successfully cast the spell. Its level isthe difference between your rolland the CM's.You can cast or maintain only onespell at a time, and for the mostpart you can't do anything else atthe same time. (An exception isElven magic, where the spells arespecial maneuvers.) If you needto end a spell prematurely, inorder to cast a different spell orconcentrate on something else,usually you'll simply be able to doso.
Breaking Things
Smashing or chopping or crushing or otherwise destroying something isusually Routine.Make an unopposed roll against your target number, and do damageequal to the difference. This damage is cumulative – add it to anydamage you've already done. Once you've accumulated damage equal tothe thing's strength, you've broken it, severed it, burned it up, ground itdown, or whatever.
Environmental Dangers
Environmental dangers, like poison, fire and acid, are rated by Virulence.Here's an example – Virulence: 9 per minute. This means, every minuteyou're exposed, make an opposed roll on your Stature versus 9, and ifyou fail, take a Wound whose level is the difference between the rolls.Environmental dangers don't usually make a d6 weapon roll, but when it'sappropriate you may make your d6 armor roll to halve the Wound's level.
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