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Obscure Adventures V5 - English
Obscure Adventures V5 - English
CREATION
STARTING GEAR
ROLL TWICE BODY Characters starts in Level 1
1. ROLL YOUR ATTRIBUTES 1. Candles, 5 6. Hammer 11. Mirror 16. Sack 1. Athletic 6. Gaunt 11. Scrawny 16. Stout
and gain levels through the
Roll and add 3d6 in order 2. Chain, 3m 7. Lantern, 10 12. Padlock 17. Spikes, 5 2. Strengthy 7. Hulking 12. Short 17. Tiny
adventure. At the end of each
for Strength, Dexterity, 3. Chalk, 10 8. Manacles 13. Pole, 3m 18. Tent 3. Corpulent 8. Lanky 13. Sinewy 18. Towering
session or during a rest break,
Resolve and Empathy to 4. Crowbar 9. Matches 14. Rations, 3 19. Torches, 5 4. Delicate 9. Ripped 14. Slender 19. Willowy
the Referee will award XP
know your initial Attributes. 5. Grapple Hook 10. Medicine, 3 15. Rope, 15m 20. Waterskin 5. Flabby 10. Rugged 15. Statuesque 20. Wiry
to each Character or group
according to what they achieve.
• Strength is your sheer might,
resistance and health. • Overcoming a powerful enemy,
ROLL TWICE PHYSICAL REMARK
challenge, puzzle or trap: 1 XP
• Dexterity is your hand
coordination, agility and reflexes. 1. Air Bladder 6. Chisel 11. Hourglass 16. Pickaxe 1. Albino 6. Flogged 11. Nine Fingers 16. Tanned • Delve deeper into a
2. Bear trap 7. Drill 12. Lockpick Tools 17. Poison, 1 2. Bronze Skin 7. Freckles 12. One-Eyed 17. Tattooed more dangerous level
• Resolve is you focus, discipline
3. Bellows 8. Fishing net 13. Marble 18. Saw 3. Burned 8. Golden tooth 13. Piercings 18. Warpainted of a dungeon: 1 XP
and determination.
4. Bucket 9. Glue 14. Metal File 19. Shovel 4. Crooked Nose 9. Grizzled 14. Scarred 19. Weary • Find a unique and rare item: 1 XP
• Empathy is your personality, 5. Caltrops 10. Grease 15. Nails 20. Tong 5. Dark Skin 10. Heterochromia 15. Skin Spots 20. White Skin
charisma and magnetism. • Complete a mission or a
job for someone: 2 XP
2. WHAT IS YOUR STAMINA? ROLL TWICE HAIR • Sell treasure and resources found
Every Character starts with one 1. Whistle 6. Steel Wire 11. Fake Jewelry 16. Perfume 1. Bald 6. Disheveled 11. Limp 16. Ponytail inside your explorations: 2 XP
Hit Dice, roll 1d6 for Stamina. 2. Playing Cards 7. Acid, 1 12. Lens 17. Tar Pot 2. Braided 7. Dreadlocks 12. Long 17. Silky • Overcome a challenge way beyond
• Stamina is your luck, plot armor and 3. Horn 8. Bottle 13. Spyglass 18. Soap 3. Bristly 8. Filthy 13. Luxurious 18. Topknot the character abilities: 3 XP
ability to avoid harm and keep going. 4. Dice Set 9. Incense 14. Cookware 19. Small Bell 4. Cropped 9. Frizzy 14. Mohawk 19. Wavy • Failing spectacularly, dramatically
5. Sponge 10. Instrument 15. Pen and Ink 20. Face Paint 5. Curly 10. Greased 15. Oily 20. Wispy and still surviving it: 1 XP
3. PICK A SPECIAL ABILITY
Pick an Ability from your • Doing a narrative incredible
5. ROLL YOUR STARTING GEAR CLOTHING moment that the entire
Character Sheet. Abilities with group loves: 1 XP
the icon, need you to have Roll 1d20 twice in each of these tables above 1. Antique 6. Elegant 11. Frayed 16. Perfumed
an Arcana to use it (don't worry, to know which items you start carrying. 2. Bloody 7. Fashionable 12. Frumpy 17. Rancid When reaching a number of XP
you can pick one to start). Characters have slots for items equal to their 3. Ceremonial 8. Filthy 13. Livery 18. Stained double your current Level, you
4. PICK YOUR WEAPON AND ARMOR Strength. Bulky items occupy three slots: Heavy 4. Decorated 9. Flamboyant 14. Oversized 19. Torn level up. Clear your Experience
weapons and armor are bulky items. 5. Eccentric 10. Foreign 15. Patched 20. Undersized and start the leveling:
Every Character starts wit a
backpack, light armor, shield, 3 6. ROLL YOUR APPEARANCE AND BACKGROUND • You gain one hit dice, roll 1d6
Rations, a Dagger and another BACKGROUND and add to your Stamina.
Roll in your tables below to create your Character.
weapon of your choice: 1. Apothecary 6. Charlatan 11. Hunter 16. Smuggler • When reaching an even level,
They're mostly cosmetic, but the Referee can use the
2. Bandit 7. Cleric 12. Mercenary 17. Soldier roll 1d20 for each Attribute, if you
• Martial melee 1d8, 1 hand. Background and your Misery as story hooks or situations
Swords, maces, hammers, 3. Beggar 8. Cook 13. Merchant 18. Street Artist roll above it, increase it by one.
where you can apply advantage to your rolls.
axes and short spears. 4. Burglar 9. Cultist 14. Racketeer 19. Tracker • When reaching an odd level,
• Light ranged 1d6, 2 hands. 7. NAME YOUR CHARACTER 5. Butcher 10. Herbalist 15. Sailor 20. Urchin choose a new Special Ability.
Slings and small bows. Don't get attached to it, you will probably die.
• Arcana: Mysterious artifact that Your Character starts at Level 1 with 0 XP. MISERY
generates random spells and
1. Abandoned 6. Defrauded 11. Haunted 16. Rejected
attracts unwanted attention.
2. Addicted 7. Demoted 12. Kidnapped 17. Robbed
You start with 0 Armor. Wearing 3. Blackmail 8. Disinherited 13. Mutilated 18. Substituted
Light armor increases it to 1 and 4. Condemned 9. Exiled 14. Poor 19. Suspected
carrying a Shield increases it to 2. 5. Cursed 10. Framed 15. Pursued 20. Uncredited
OBSCURE ADVENTURES QUICKSTART is licensed under CC BY 4.0. Developed by Ricardo Esteves to Stranger Foundry.
OBSCURE
NAME LEVEL STAMINA INSPIRED BY CHRIS MCDOWALL'S ELECTRIC BASTIONLAND, BEN MILTON'S KNAVE, MAZE RATS AND JOHN HARPER'S WORLD OF DUNGEONS
CURRENT MAX
ADVENTURES
EXPERIENCE STRENGTH
CURRENT MAX
APPEARANCE DEXTERITY
CURRENT MAX
A CLASSIC TWO-PAGE ADVENTURE, MONSTER, TREASURE HUNTING ROLE-PLAYING GAME
RESOLVE
SPECIAL ABILITIES
CURRENT MAX
slayer into the wild
EMPATHY +2 Melee DMG Communicate with animals