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Vigour and Grip through Experience, gain +1 Grip and

Your character has two measures of sur- Vigour.


vival: Vigour and Grip. Vigour can never exceed 5 + Brawn +
Vigour is like other games’ hit points, and Number of Advancements. Grip has no cap.
represents their health and fighting spirit. Archetypes
To determine your character's starting Vi- Characters begin with an Archetype repre-
gour, take their Brawn and add 6. senting who they are and what they did be-
Grip combines stamina, mana and sanity. It fore becoming a Cryptdigger.
is spent on re-rolls and used on character
Advancements, and is depleted when fac-
The Cryptdigger’s Guide to Survival contains
13 Archetypes: Believer, Cabalist, Cut-
Zini 1: Character Creation
Published by SoulMuppet Publishing (www.soulmuppet.co.uk)
ing psychologically damaging monsters or throat, Dastard, Everyman, Farlander, Written by Zachary Cox and Nicholas Spence | Art by Ben Brown | Layout by Lone Archivist
environments. To determine your charac- Freeblade, Outcast, Physiker, Protagonist, Editing by Vi Huntsman (MRC), Fiona Geist (MRC), and James M Hewitt
ter's starting Grip, take their Will and add Scholar and Veteran—detailed in the
4. Archetypes Zini (Zini 2). Stats
Throughout play, characters gain new Ad- The character also starts with an Advance- Best Left Buried has three Stats:
vancements. For each Advancement gained ment (Zini 3). Brawn, Wit and Will.
Brawn represents the character’s physical
strength, endurance and vital force.
Wit represents a character’s physical,
mental and social agility.
Will represents a character’s intellect and
the power of their mind.
Best Left Buried characters start with:
+2 to one stat, +1 to another,+0 to the last
If a Stat is positive, add it to any Stat
Checks using it; conversely subtract a neg-
ative Stat from Stat Checks using it.

Equipment Table
D6 1 2 3 4 5 6

1 Chain Manacles Caltrops Dose of Poison Chalk Book of Magic

2 Shovel Whetstone Lockpicks Flask of Acid Compass Book of Alchemy

3 Grease 10 Foot Pole Silk Rope Hooded Lantern Antitoxin Book of History

4 Crowbar Grappling Hook Lock and Key Alchemist’s Fire Writing Kit Book of Religion

5 Mirror on a Book of
Pickaxe Bullseye Lantern Set of Files Holy Water
Handle Mythology

6 Hammer and Musical Dose of Book of


Bear Trap Bag of Marbles
Chisel Instrument Medicine Languages
Equipment carry more Inventory Slots than 12 + (Will deal normal damage, have no Initiative used is determined by the weapon’s fla-
Characters start play with a toolkit of useful or Wit) (whichever is higher) + double their modifier, can be wielded in one hand and vour: axes or javelins use Brawn while
Items and Weapons. They always have the Brawn. attack at melee range. See Weapons (back darts or daggers use Wit. Throwing
following: Characters who carry more Slots than this page). Weapons taken at character creation come
are Against the Odds on all Brawn Checks Hand Weapons are for Cryptdiggers who in groups of three.
50’ Rope, 3 Torches, A Backpack, A
Bedroll, 1 week’s worth of Rations and and any Stat Checks requiring quick move- prize flexibility. They include broadswords, Ranged Weapons attack enemies from afar.
Basic Armour ment. hand axes and maces. They can be wielded They include crossbows, shortbows and
Importantly, Treasure also occupies In- one-handed for normal damage, freeing longbows. Wielding them requires two
If you feel brave, refer to Equipment (back the off hand for a shield or similar item, or hands. They can attack enemies at short or
page) for random generation with multi- ventory Slots.
two-handed to inflict an additional point of long range, but attacks against enemies in
ples of D6. Using Equipment damage. the same Zone are Against The Odds.
Every character gets two weapons: At the Doomsayer’s discretion, equipment Heavy Weapons are large and powerful Without ammunition, characters cannot
Equipment is a key tool in the Cryptdig- might grant the Upper Hand on Stat weapons. They include greatswords, bat- attack with a Ranged Weapon.
gers’ arsenal. While Archetypes provide Checks, make Impossible Stat Checks pos- tleaxes and warhammers. Wielding them Improvised Weapons: Sometimes Crypt-
skills, and Advancements grant raw power, sible or make possible Stat Checks Trivial. requires two hands. They inflict an addi- diggers don’t have a proper weapon and
Equipment leverages their skills to solve Some Equipment listed in bold has a spe- tional point of damage, but reduce Initia- have to improvise. When attacking with an
problems. Very few problems can’t be cific effect, listed below: tive by 1. They also do serious damage to Improvised Weapon or their fists, charac-
solved with time and the right equipment. Medicine: Each character can take a minute monsters, if the dice used to calculate ters attack with Brawn, always attack
Inventory outside of combat to use a dose of Medicine damage is a 5 or 6, the target suffers an In- Against The Odds and deal half the normal
once daily restoring 1 Vigour. Medicine jury (Zini 5), instead of 6 as normal. damage, rounding up. If it makes sense,
Pieces of Equipment are physical objects might be bandages, tonics, salves or herbal because of the target, situation or weapon,
that must be stored somewhere. Assume Light Weapons are smaller and less lethal,
painkillers. relying on Wit’s finesse and flourish rather for an attack to deal more damage than
most Cryptdiggers are laden with belts, normal for an Improvised Weapon, count
pouches and backpacks to store their Venom: Applying this simple poison to a than Brawn’s brute strength. They include
weapon, adds D3 damage to its next suc- daggers, rapiers and scimitars. They can be it as a weapon of a different type.
equipment. While adventuring, a character
can carry: cessful attack. It can be mixed with food or wielded one- handed for normal damage, Shields and Armour
drink to deal the imbiber D3 damage. freeing the off hand for a shield or similar All Best Left Buried creatures have an Ar-
• An item in each hand OR a large item in item, or two-handed to increase Initiative mour score determined by their equipment.
both hands. Alchemist’s Fire: A sealed clay jar of oil
that combusts in naked air, often used by by 1. An unarmoured character has 7 Armour.
• Two easily accessible items on a belt or Crytpdiggers to set objects aflame. Can be Long Weapons are large shafted weapons Basic Armour: Standard armour for Crypt-
scabbard thrown with a Wit Check or poured out. ideal for weaker Cryptdiggers who want to diggers is made of heavy boiled leather and
• Whatever equipment fits within a back- Books: Over an hour, a character can study maintain distance from dangerous foes. chainmail, and a protective helmet, pro-
pack or similar container. the book that contains relevant informa- They include spears, halberds or other viding 8 Armour.
Wherever they are, items fill Inventory tion. At the end of this time, the Doom- pole-arms. They can be wielded one- Plate Armour: Solid interlocking plates or
Slots according to the number of hands it sayer will provide whatever useful infor- handed for normal damage, freeing the off scales of metal, worn over heavy boiled
takes to comfortably hold them. The mation can be gathered from the book. A hand for a shield or similar item, or two- leather and chainmail, which provides 9
Doomsayer’s word is final. For example: Wit Check may be required to find specific handed to inflict an additional point of Armour. However, it is heavy and cumber-
relevant information, or to study particu- damage. Either way, they can attack ene- some, granting -1 Initiative. Furthermore,
• A Sword fills 1 Slot. mies at short and melee range, but are
larly complex or confusing books. The in- if the character does not have at least 2
• A Greatsword fills 2 Slots. formation in the book will not always be cumbersome and reduce Initiative by 1. Brawn, all Stat Checks are Against The
• A pouch of coins fills 1 Slot. perfectly accurate. Throwing Weapons are projectile weapons. Odds, they cannot Escape and always have
• Basic Armour fills 2 Slots. Weapons They include daggers, throwing axes and Initiative 0.
Weapon types have specific mechanical javelins. They can attack enemies at short Shield: Boards of wood or metal worn on
• Heavy Armour fills 4 Slots. range for normal damage, or in melee
effects. When choosing a weapon, decide its the wielder’s off hand to deflect enemy at-
In total, characters cannot comfortably type. Unless otherwise described, weapons range for one less point of damage. The Stat tacks, increasing their Armour by 1.

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