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CHARACTER CHARACTER LEVELING UP

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

CURRENT MAX iron skin hunt companion


+1 Armor You can bond to a loyal animal

WEAPON +DMG fortitude field medic


+6 Stamina Once per day, cure 1d6 Attribute,
poisons or diseases of an ally
war veteran
+1 Melee DMG and Heavy Armors subtle suggestion
ARMOR don't concede Disadvantage Pass an Empathy Save, creatures will
obey unknowingly a simple command.
bullseye
+2 Ranged DMG advanced witchery 
Your Arcana has one more spell slot
NOTES EQUIPMENT sneak attack
+3 DMG when unexpected swift recharge 
Your Arcana generates a Spell
danger sense faster, every 12 hours.
Advantage when surprised
and on combat initiative arcane transmission 
Move remove Spell from an Arcana to
wild scout
a inanimate object for a single-use.
Advantage in foraging,
tracking and survival
TOUGHER
burglar tricks When leveling up, roll twice for Strength
Advantage in tinkering with traps,
locks and sleight of hand LIMBER
When leveling up, roll twice for Dexterity
acrobatic movement
Advantage in balance, jumping, SMARTER
climbing and acrobacy When leveling up, roll twice for Resolve

shadow steps CHARMER


TREASURY Advantage in hiding and moving silently When leveling up, roll twice for Empathy
ARCANA CORRUPTED ARCANA
& WITCHERY
SPELL RANDOMIZER
Contrary to normal Arcana, they
Arcana are mysterious magical ETHEREAL EFFECT PHYSICAL EFFECT don't generate spells randomly or
artifacts. Each 24 hours they generate 1. Avenging 1. Compelling 1. Dispelling 1. Animating 1. Crushing 1. Fusing have a usage limit, but, each use,
a new Spell inside themselves. They can 2. Banishing 2. Concealing 2. Emboldening 2. Attracting 2. Diminishing 2. Grasping the user loses 1d6 Resolve.
take any shape agreed by the Player and 3. Bewildering 3. Deafening 3. Encoding 3. Binding 3. Dividing 3. Hastening If you pick a Corrupted Arcana,
Referee, it can be from physical object, to 4. Blinding 4. Deceiving 4. Energizing 4. Blossoming 4. Duplicating 4. Hindering roll 1d12 to discover what is it.
an grafted organ or even a ethereal thing. 5. Charming 5. Deciphering 5. Enlightening 5. Consuming 5. Enveloping 5. Illuminating
Characters with an Arcana, should generate 6. Communicating 6. Disguising 6. Enraging 6. Creeping 6. Expanding 6. Imprisoning 1. The Banisher: Undead creatures have to move
away or take 2d6 Damage. Ignores armor.
spells on the following tables. They
can't be erased, only cast. After casted, 1. Excruciating 1. Nullifying 1. Soothing 1. Levitating 1. Perseguidor 1. Repelente
2. Foreseeing 2. Paralyzing 2. Summoning 2. Opening 2. Petrificante 2. Ressuscitador 2. Blessed Bands: Before attacking you
a new one will ne generated in a day. have +1 Armor. Refreshes outside combat.
3. Intoxicating 3. Revealing 3. Terrifying 3. Petrifying 3. Rasgador 3. Selamte
Arcanas are rare and valuable. 4. Maddening 4. Revolting 4. Warding 4. Phasing 4. Rastejante 4. Transformador
Carrying one puts a crosshair on the 5. Mesmerizing 5. Scrying 5. Wearying 5. Piercing 5. Refletor 5. Transmutador 3. Bottle of Hell: Opening lets loose an endless
Character by robbers, Creatures and stream of flaming lava. Deals 1d8 damage per turn.
6. Mindreading 6. Silencing 6. Withering 6. Pursuing 6. Regenerador 6. Transportador
collectors. Trouble will follow it.
4. Compass of Desire: Choose an object, you
CREATING SPELLS FOR ARCANA ETHEREAL FORM PHYSICAL FORM know the distance and direction to it.
To generate a spell, roll 2d6 on the 1. Aura 1. Bubble 1. Cone 1. Altar 1. Chain 1. Elemental
following table to learn the formula, 2. Beacon 2. Call 2. Cube 2. Armor 2. Chariot 2. Eye 5. Druid's Cauldron: Eating a flesh cooked
one dice is the column the other the row. on it, changes the user into the creature.
3. Beam 3. Cascade 3. Dance 3. Arrow 3. Claw 3. Fountain
You take 1d6 Resolve damage per day, and
Next, roll 2d6 on the tables 4. Blast 4. Circle 4. Disk 4. Beast 4. Cloak 4. Gate must pass on a Resolve Save to turn back.
create it. The Player and Referee 5. Blob 5. Cloud 5. Field 5. Blade 5. Colossus 5. Golem
should agree on the effect. 6. Bolt 6. Coil 6. Form 6. Cauldron 6. Crown 6. Hammer 6. Flute of the Swarm: You can call a
2d10 small creatures and critters to
The damage or duration can vary from 1. Gaze 1. Pyramid 1. Swarm 1. Horn 1. Reflecting 1. Sealing be commanded on your behalf.
1d6 to 3d6, usually ignoring armor, 2. Loop 2. Ray 2. Torrent 2. Key 2. Regenerating 2. Shapeshifting
Stamina and affecting directly the 3. Moment 3. Shard 3. Touch 3. Mask 3. Rending 3. Shielding 7. Phase Flame: You can light a small flame
target Attributes. Sometimes the target 4. Nexus 4. Sphere 4. Vortex 4. Monolith 4. Repelling 4. Spawning anywhere within your field of vision.
can Save to halve or ignore the effect. 5. Portal 5. Spray 5. Wave 5. Pit 5. Resurrecting 5. Transmuting
6. Pulse 6. Storm 6. Word 6. Prison 6. Screaming 6. Transporting 8. Sensesfail: A creature loses one sense of your
choice: smell, sight, hearing, taste, touch, pain,
1-3 4-6 temperature or balance. You lose 1d6 Resolve
ETHEREAL ELEMENT PHYSICAL ELEMENT per day until you let the creature recover it.
1 Physical Effect + Physical Element 1. Ash 1. Ectoplasm 1. Light 1. Acid 1. Clay 1. Glass
Physical Form + Physical Form 9. Smoker's Bell: Ringing it creates a foul and
2. Chaos 2. Fire 2. Lightning 2. Amber 2. Crow 2. Honey
Physical Effect + Ethereal Element 3. Distortion 3. Fog 3. Memory 3. Bark 3. Crystal 3. Ice thick fog in a 5m area. Projectiles can't penetrate.
2
Ethereal Form + Ethereal Form 4. Dream 4. Ghost 4. Mind 4. Blood 4. Ember 4. Insect
5. Dust 5. Harmony 5. Mutation 5. Bone 5. Flesh 5. Wood 10. Spider Scale: You can climb and
3 Ethereal Effect + Physical Effect + crawl walls like a spider.
Physical Form Physical Element 6. Echo 6. Heat 6. Negation 6. Brine 6. Fungus 6. Lava

4 Ethereal Effect + Physical Effect + 11. Time Shatterer: Creates a 3m bubble


1. Plague 1. Smoke 1. Thunder 1. Moss 1. Sand 1. Thorn
Ethereal Form Ethereal Element around that makes a second last a
2. Plasma 2. Snow 2. Time 2. Obsidian 2. Sap 2. Vine minute for everything except the wielder.
5 Physical Element Ethereal Effect + 3. Probability 3. Soul 3. Void 3. Oil 3. Serpent 3. Water You lose 1d6 Resolve per minute.
+ Physical Form Physical Element 4. Poison 4. Slime 4. Wine
4. Rain 4. Star 4. Warp
6 Physical Element Ethereal Effect + 5. Rot 5. Stasis 5. Whisper 5. Rat 5. Stone 5. Wood 12. Phantasm Key: You can pass through a single
+ Ethereal Form Ethereal Element 6. Shadow 6. Steam 6. Wind 6. Salt 6. Tar 6. Worm wall or floor with everything you're carrying.

HOW TO PLAY? COMBAT ADVANCED RULES


Every time you try something risky, Do a Dexterity Save to start before your MORALE SHIELDS SHALL BE SPLINTERED DILEMMAS
resist a danger or face the unknown, do enemies. In your turn, you can Move and The leader of a group, must If you carry a Shield, you Whenever the Characters
a Save: roll 1d20 and if you roll equal or make an Action or Attack. Individuals who pass an Empathy Save to can sacrifice it when are getting close to get
under your Attribute, you pass. Rolling don't move, may choose to attack first. avoid their lackeys to flee attacked and ignore all something that they want
a 20 is always a fail and a 1 a success. after seeing one die. If it the incoming damage. that leaves an interesting
DEALING DAMAGE
WHICH ATTRIBUTE DO I USE? There is no roll-to-hit. Attacks always fails, they run. This doesn't narrative hook, offer
affect the Players' Characters. HEAVY STRIKE a tough choice in the
• Strength when trying to use strength, resist take some Stamina of the target. It is an You can spend Stamina, to
abstract representation of the dodging, form of two desirable or
diseases, poisons or physical effects. RETREAT do a more powerful melee
parrying, plot armor and luck. When undesirable outcomes
• Dexterity when using agility, skill or escaping When fleeing, attack any time. Subtract
a physical danger that you can dodge. attacking, roll the weapon damage Characters need to pass 1d6 from your Stamina, They may pick one, or
and subtract from enemy Armor. The a Dexterity Save and and your next attack push for both, doing a
• Resolve when using focus, determination
and resisting to mind-spells and illusions. target loses that much of Stamina. know where to run. becomes Enhanced. save, sacrificing something
• Empathy when inspiring, persuading, • Impaired attacks are unarmed, against or getting through wits.
a covered enemy or when emcumbered. DEPRIVATION CAREFUL AIMING
noticing lies and giving a good impression.
Roll 1d4 dmg regardless the weapon. When characters don't If you don't move, or attack This system puts the
ADVANTAGE • Enhanced attacks are against helpless have access to food or first on your turn, you can narrative ability to give
If something (a background, someone's and vulnerable targets. Roll 1d12 dmg. water they don't benefit upgrade a ranged attack: partial success and hard
help, position, etc) makes a save easier or • When multiple attacks are done in from Rest. Without light or impaired to Normal, and failures from story games
harder, you can do it with Advantage, roll sequence against a single target, roll all shelter only half recovery normal to Enhanced. into the hands of Referee.
2d20 and pick the lowest or Disadvantage, at once, pick the highest dice and add +1
roll 2d20 and pick the highest. dmg for each attack after the first.

SAVES AGAINST POWERFUL CREATURES RECEIVING DAMAGE


When trying to resist or affect When reaching 0 Stamina, the Character ITEMS & EQUIPMENT SERVICES
more powerful Creatures, add the
difference between your and the
is exhausted and vulnerable. Each strike
now takes away Strength points, and
SERVICES Gear (2co): 20ft Rope, Iron Spike, Chalk,
Parchment, Flint/Steel, Torches (4), Tent,
City: Tavern (1po to Sleep, 1po to
Eat, 1po to get Drunk), Infirmary
Dice, Caltrops (slows pursuers), Bandages, (1po per Strength, Dexterity
Creature hit dice to the Save result. the Character needs to pass a Strength All values are in the Travel Rations, Waterskin, Wineskin. point), Mental Hospital (1co per
Save each time to stay conscious. abstract value of coins Resolve, Empathy point)
REACTION ROLL (co). Ranged weapons Tools (5co): Crowbar, Hatchet,
When the opinion of a Creature is unsure When reaching 0 Strength, the Animal Trap, Lockpicks, Pen & Pot of
are always 2-handed. Ink, Fishing Pole, Shovel, Grappling
about a Character, it muss pass a Empathy Character is dead. Other effects, spells MERCENARY (PER DAY)
and can damage Dexterity, Resolve and Hook, Pickaxe, Collapsible Pole.
Save to avoid a negative reaction. WEAPONS AND ARMOR Torchbearer (5co): 3 Stamina,
Empathy, making the target paralyzed, Light weapons, 1d6, 1 hand (10co), Specialities (20co): Mirror, (dagger 1d6, lantern, oil, tinderbox
THE DIE OF FATE insane or catatonic, respectively. Daggers, clubs and hand-axes. Lantern, Spyglass, Sand Timer, and rope) 10/10/10/10
Slingshots and light bows. Board Game, Elaborate Clothes,
Everytime the story stalls or when there's Flammable Oil (d6 area damage Soldier (20co): 5 Stamina, 1
no lead to how a Place or Creature will MANEUVERS Martial weapon, 1d8, 1 hand (30co): Armor (shield and light armor,
for 3 rounds, 10 refills for Lantern),
If the Character tries to do an Action like Long swords, hammers, axes, spears. sword 1d8), 14/10/10/10
react to the Characters, the Referee Holy Symbols and other charms.
grappling, shoving and pushing, climbing, Bows, crossbows and pistols.
may roll 1d6, low is terrible for the Proprieties: House (1,000co) Specialist (50co) 4 Stamina,
Players, while high is benefitial. parlaying, inspecting around, the character Heavy weapon, 1d10, 2 hands, bulky to Manor (100,000co). (dagger and bow, 1d6 each,
should do a Save of the related Attribute. (50co): Greatswords, warhammers, large lockpicking tools) 10/14/10/10
DEATH axes and halberds. Ballistas, arbalests Animals: Mule (20co), Horse
(100co), Dog (5co), Mastiff Veteran (200co): 8 Stamina, 2
REST AND RECOVERY and muskets. Can't move and shoot.
When a Character dies, roll a new one (50co), Falcon (1.000co) Armor (shield and light armor,
and the Referee finds a way to put it in Characters when resting and have a meal, Shield (10co): 1 hand, +1 Armor sword 1d8), 14/12/10/12
Transport: Cart (30co), Wagon
the story as quickly as possible: someone recover all lost Stamina. To recover Light armor (100co): +1 Armor (100co), Carriage (250co). Rowing boat Occultist (200co): 6 Stamina, 1
captured in the dungeon, a lone explorer, Attributes, the Characters need a week of Heavy armor (400co): +2 Armor, (50co), Fishing boat (500co), Caravel Armor (shield, dagger and Arcana
a bounty hunter with the same goal, etc. rest, medical treatment or magical effects. Disadvantage in Dexterity Saves. (5.000co), Warship (10.000co). with two slots), 10/12/14/12

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