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Micro Chapbook RPG Evil Edition
Micro Chapbook RPG Evil Edition
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Section 17 Artwork Copyright © Patrick E.
Pullen
Section 18 Artwork Copyright © Patrick E.
Pullen
Section 19 Artwork Copyright © Patrick E.
Pullen
Section 21 Artwork Copyright © Patrick E.
Pullen
Section 22 Artwork Copyright © Patrick E.
Pullen
Section 24 Artwork Copyright © Patrick E.
Pullen
Section 25 Artwork Copyright © Patrick E.
Pullen
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Find us on DriveThru RPG!
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STOP!
DON’T BUY THIS BOOK!
At least, not yet.
The basic rules for the Micro Chapbook RPG
system can be downloaded for FREE in any
Micro Chapbook through DriveThruRPG.com.
Each stand alone Chapbook includes the
complete rules for you to play the game.
With that in mind, this Deluxe Edition Core
Rulebook also contains all the rules you need
to play the game plus a few additions. You’ll
notice subtle differences here and
there--but overall the game is the same one
you’ve come to know.
Even with the subtle differences, this book is
completely compatible with ANY and ALL
Chapbook Scenarios. In fact, this book
includes an original Chapbook Scenario to
get you started. After that, you can download
any number of free products in the Micro
Chapbook line for further scenarios and
adventures.
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Contents
1.0: What is Micro Chapbook RPG Evil Edition?
2.0: What Do I Need To Play?
3.0: Gameplay Basics
4.0: Character Creation
5.0: Character Stats
6.0: Evil Character Classes
7.0: Evil Character Races
8.0: Health, Willpower, DMG, and Corruption
9.0: Weapons
10.0: Armor and Items
11.0: Generating Rooms
12.0: Doorways
13.0: Room Types
14.0: Monsters
15.0: Combat Procedure
16.0: Bravery
17.0: Ranged Combat
18.0: Melee Combat
19.0: Running Away
20.0: Treasure Rolls
21.0: The Boss Monster
22.0: Backtracking
23.0: Leveling Up
24.0: Corruption
25.0: Criminal Choices
26.0: The Jail
27.0: The Bleak Tower
28.0: Playing with a Game Master
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Section 1.0
What is a Micro Chapbook RPG
Evil Edition?
Brutal, dark, and unforgiving, a villain’s
life is never an easy one.
The Micro Chapbook RPG system is an
ultra-simple roleplaying game that can be
played solo or with a traditional GM if you so
wish. The EVIL EDITION is the second Deluxe
Core Rulebook for the dark fantasy version of
the system.
The main game focuses on solitaire gameplay,
starring a single power hungry villain. It
uses randomly generated dungeon scenarios to
make each game session a little different.
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The universe for this game is brutal,
unforgiving, and dark. It takes notes from
such classics as Dungeon Quest and Deathtrap
Dungeon. Expect to die and die often.
What is the difference between this book and
the previous Deluxe Core Rulebook? This book
focuses on playing evil and villainous
characters. These characters will tend to be
more powerful than your normal goodhearted
hero. However, being evil has its drawbacks.
Personal corruption can make you rot inside
and out, not to mention make you an outcast of
society.
This core rulebook features all new EVIL
classes and races. Special dark powers set
these characters apart.
Of course, there is nothing saying that any
other race from other gamebooks in the system
cannot also be evil. OR that the races
included here might work for a normal heroic
character.
This book also includes new rules for
Corruption, Theft, Intimidation, and more.
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Section 2.0
What Do I Need to Play?
In order to play Micro Chapbook RPG you will
need to gather the following easy-to-find
items:
● 2 six-sided dice
● A sheet or notepad of graph paper (or a
game mat with a grid)
● A Character Sheet (or note paper)
● A pencil with a good eraser
● These rules or any stand alone chapbook
scenario.
● Extra scenarios and modules (optional).
● Micro Chapbook RPG game supplements
(optional).
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Section 3.0
Gameplay Basics
During gameplay,
you almost always
roll 1D6, trying to
score equal to or
LOWER than your
stat score. If your
character is
proficient in the
stat being tested,
roll 2 dice and
take the better
result of the 2. 1
always succeeds. 6
always fails. This mechanic is used for all
tasks including attacking, avoiding traps,
unlocking doors, and most everything else.
The only time this is different is when you
roll for damage (either when dealing weapon
damage or taking damage from a monster or
trap). Some damage scores may ask you to roll
1D2 or 1D3. 1D2 means roll a D6. Odds = 1 and
Evens = 2. 1D3 means you roll a single D6 and
half the result rounding up.
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Section 4.0
Character Creation
Character creation is completed in 5 very
simple steps:
1. Determine The 4 Stat Scores.
2. Choose a Character Class.
3. Choose a Character Race.
4. Determine Your Starting Health,
Willpower, DMG, and Corruption.
5. Roll for Gold and Purchase Items.
Each step is explained in further detail in
the following sections.
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Section 5.0
Character Stats
Your character has 4
main statistics:
Strength (ST): Used
for melee attacks
and breaking down
doors.
Dexterity (DE): Used
for ranged attacks
and avoiding some
traps.
Wits (WI): Used for
disarming traps and picking locks.
Charisma (CH): Used for increasing your
Willpower and showing your bravery.
During character creation you are granted 7
points to assign between the 4 stats as you see
fit. No stat can have a score lower than 1 or
higher than 4 during this step, but these may
be altered later on.
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Section 6.0
Evil Character Classes
There are 4 Evil Character Classes to choose
from. Each one will make you PROFICIENT in
one stat. Mark the class you’ve chosen and the
proficiency on your character sheet.
Additionally, each Evil Class offers a Talent
Tree for you to use. After you choose your
class, head to section 6.1 on Talents to find
your Talent Tree and understand the
abilities that may be available to you as you
progress.
The Evil Classes are as follows:
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Death Knight
Death Knights are warriors of darkness. They
use an ancient rite of blood magic to boost
their attacks and give them ungodly strength.
They often work as hired killers for whatever
army or Lord pays the most, but won’t hesitate
to kill their master or fellow warriors if
they see fit for one reason or another.
PROFICIENCY: Strength
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Black Assassin
Black Assassins work in the shadows,
bringing death to any they see unfit to live.
They don’t discriminate between good and
evil, young or old, male or female, rich or
poor. They kill anyone for a few coins.
PROFICIENCY: Dexterity
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Warlock
Warlock’s are magic users who sold their
souls to demonic or otherworldly powers to
gain the might of magical ability. Each one is
marked by an evil face etched into their hand,
the source of their magical casting ability,
and work to keep it hidden from others until
the right time.
PROFICIENCY: Wits
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Dark Whisperer
A Dark Whisperer is someone who speaks to the
dead. They know what evils lay beyond in the
next life and use that knowledge to create
chaos in this one. They can often be found in
assistance to kings, in courts, among
military leaders, whispering evils to their
enemies and driving them mad.
PROFICIENCY: Charisma
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Section 6.1
Evil Talents
On the next pages you will find the Talent
Trees for each class along with descriptions
of each talent available to you.
Each section of the Talent Tree has a Level to
it (Acolyte, Apprentice, Professional, and
Master). You always begin at Level 1 (Acolyte)
and can learn the starting Talent (at the
bottom of the page) by spending 1 Willpower
and making a successful “Training” roll. The
stat required to learn a specific talent is
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whatever your class proficiency stat is. If
you fail the roll, you may always spend the
Willpower to try again. Fill in the small
circle on the Talent Sheet to show you’ve
learned it.
Learning New Talents:
Evil characters gain access to more talents
through increasing their corruption. The
higher the corruption, the more talents you
can attempt to learn.
When your corruption is high enough, choose
a new Talent that is orthogonally adjacent to
one Talent you already learned. This means
you can learn the Talent directly above,
below, or to either side of a current Talent
you know on the Talent Tree. Spend the
Willpower Cost (written in the shield) for
that Talent and make the Training Check.
If you pass, learn the new Talent (fill in the
bubble). If you fail, you don’t learn the
Talent. You can spend the Willpower to
immediately try again UNLESS you are in a
dungeon. When you fail to learn a new talent
in a dungeon, a monster will randomly appear
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to attack you. Roll on the monster chart. Only
after the monster is dead can you try again.
Using Talents:
To use any talent, you must first spend the
Willpower cost necessary. This is the number
inside the shield. If you do not have enough
willpower, you may not use the talent in
question. If for some reason the ability
attached to the talent fails to work, you DON’T
get the willpower back. It was used up.
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Bite Training Check Will Cost
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Blood Shield Training Check Will Cost
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Sip Training Check Will Cost
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Poison Training Check Will Cost
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Poison Blade Training Check Will Cost
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Sneak Attack Training Check Will Cost
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Quick Training Check Will Cost
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Munch Training Check Will Cost
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Gorge Training Check Will Cost
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Necrosis Training Check Will Cost
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Control Training Check Will Cost
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Whisper Training Check Will Cost
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Defame Training Check Will Cost
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Insanity Training Check Will Cost
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Call Training Check Will Cost
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Section 7.0
Evil Character Races
There are 4 Evil Character Races to Choose
From. As noted in the introduction to this
book, these races may also be used as normal
heroic good characters in conjunction with
other books in the game series. However, no
good character can use an evil class. Each
race will grant you a +1 bonus in one stat.
Each also has an ability.
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Orc
Orcs are hardened people. Outcasts from
supposedly “normal” society--thanks to their
gruff appearance--they have been forced to
survive in harsh wilderness conditions. The
oppression of their people often makes them
angry and violent toward non-orcs.
ABILITY: Brutal Blow: Whenever you roll a
natural 1 for a melee combat roll, you deal
double damage
BONUS: +1 Strength
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Goblin
For many years, Goblins were enslaved by other
humanoid races. Small, and perceived as stupid, they
were forced into hard labor. However, after the goblin
uprising, they went from being labeled slaves to
“vermin” with an extermination order against them.
Now goblins hideout underground, waiting for the day
where the great “savior warrior” will come and lead
them in uprising once again.
ABILITY: Scrappy: Goblins always take 1 less damage to
a minimum of 1.
BONUS: +1 Dexterity
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Demon
Demons were once holy creatures in some way. Holy
warriors, angels, etherials, etc. However, through
some process or mistake they became fallen and
now seek “redemption” through whispered lies,
violence, and anger.
ABILITY: Hellfire: After every attack, roll 2D6. If
it is a 2, the enemy catches fire. They take 1D6
damage at the start of every new combat round.
BONUS: +1 Wits
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Dire Elf
Dire Elves once fought in a war against men and
lost. Now banished to a dark kingdom beneath the
earth, seeped in hate for the race of men, they bide
their time until vengeance is nigh.
ABILITY: Unwavering: Whenever a Dire Elf passes a
bravery check they gain 3 Willpower instead of 1.
BONUS: +1 Charisma
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Section 8.0
Health, Willpower, DMG, and
Corruption
Your Health and Willpower are determined by
your current stats.
Health: Your health is the total sum of your
Strength + Dexterity + 20 (+10 for a
challenge).
Willpower: Your will is the total sum of your
Wits + Charisma + 20 (+10 for a challenge).
Corruption: Begins at 1.
DMG (Damage) Bonus: Begins at +0
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Section 9.0
Weapons
You’re now getting
close to finishing
your character. All
that is left is to roll
up your starting gold
and purchase weapons,
armor, and other items.
Roll 3D6 to determine
your starting gold.
(This is more gold than
for normal heroic
characters as it is
assumed an evil
character would have
extra gold possibly
from theft).
Weapons have a damage
rating and a cost (in
gold coins). You may
carry 2 melee and 1
ranged weapon.
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Melee Weapons Ranged Weapons
Name Dmg G Name Dmg G
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Section 10.0
Armor and Items
Armor grants the wearer a boost to their
health, will, or both. Other items such and
food and potions can be used to restore lost
health and will. All items are consumable.
They can be used at any point in the game,
even during battle.
Armor Items
Name Bonus G (#) Name Bonus G
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Section 11.0
Generating Rooms
Begin the game by choosing a random square on
the graph paper and generating the first room
in the dungeon (the Dungeon Entrance).
To generate a room, roll 2D6. The number
rolled in the number of squares in the room.
These can be drawn in any way, shape, or form
so long as they are orthogonally connected.
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Next, roll 1D3 (1D6 divided by 2 rounded up).
This is the number of NEW doors added in the
room (in addition to any door you just used).
Draw small rectangles to represent the doors
along any single square’s edge to designate an
exit. Each time you move through a door you
will generate a new room in this manner. The
Dungeon Entrance doesn’t contain monsters.
In the following example, the player rolled 2
dice. One came up 6 and the other 4 for a total
of 10. They then built a room of ten squares as
so. Next, they rolled 1
die. The result was 6.
Divided in half that is 3.
3 doors. The player then
drew in three smaller
rectangles to designate
where the doors in the
room are located.
Finally, the player marks the first room with
an E to show it is the Entrance/Exit of the
dungeon. A player may backtrack any time to
the Entrance if the dungeon gets too hard.
However, they don’t earn the extra gold bonus
for killing the Boss!
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Section 12.0
Doorways
When you leave the Dungeon Entrance (or any
room in the dungeon once it has been cleared
of monsters) you will choose 1 door in the
room to move through. Before moving through,
however, you will need to make a Door Roll.
Roll 1D6 on the door chart provided in the
scenario. Some scenarios will add new door
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results, but there are 4 absolute basic door
options that could occur:
Unlocked The door is unlocked and you may
move through freely without
stopping.
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Once a door has been moved through, shade the
doorway in black to show that you no longer
have to roll when using that door. (This just
makes tracking easier)
If there are multiple doors in a room, you can
choose to attempt one door. If you fail, you
can choose a different one without spending
the willpower. However, retrying any stuck or
locked door always requires a Will loss. You
MUST always make an attempt on a trapped door
once you’ve rolled it up--as the trap catches
you unawares as you are attempting to go
through.
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Section 13.0
Room Types
Each newly generated room you enter also has
a Room Type that will make it slightly
different from other rooms.
Upon entering a room, roll 1D6 on the
scenario’s Room Type chart. Each type will
have a lettered code for you to write inside
the room to remind you. Types include things
like dirt or stone floors, water, or even
crypts and tourture chambers.
Some rooms types only add flavor to the story,
but most will either include a trap, an
obstacle, or a die roll modifier (usually +1)
for one stat that makes things harder for you.
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Section 14.0
Monsters
Every room has
monsters. After
Entering any room
and determining
its type roll 1D6 on
the scenario’s
monster chart to
generate the
monsters in the
room.
Roll once to
determine the
monster type. Roll
a second time to
determine the
number of that
monster that appears in the room. Each
monster has a Max number that can appear in a
room. Even if you roll higher, only the Max
number will appear and no more can appear
than the number of squares in a room.
Monsters also have a Health Damage (H-DMG),
Willpower Damage (W-DMG), and Life Force (LF).
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Section 15.0
Combat Procedure
The instant you run into any monsters, combat
begins.
Combat in the Micro Chapbook RPG system is
extremely simple and is completed in 3 easy
steps.
1. Bravery: Check to see how brave you are.
2. Ranged Combat: If able, make a ranged
attack against the monsters now.
3. Melee Combat: You MUST make a melee
attack. Make a melee attack now.
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Once all three steps are complete, start over
from the top and repeat them ALL (including
bravery). Do this until all the monsters are
defeated, you are killed, or you have elected
to run away.
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Section 16.0
Bravery
The sight of any
monster, be it
large or small,
can invoke the
deepest fear in
even the evilest
or warriors.
During the
Bravery Step
make a CH check.
If you pass, gain
1 Willpower. If
you fail, you
lose Will
according to the
monster’s W DMG
(Usually you
have to roll a
die to see how
much).
If your Will ever reaches 0, all rolls take a
+1 modifier to the die result as your
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character is losing hope in their ability to
succeed in their quest.
Note that, a natural roll of 1 ALWAYS succeeds
despite the Willpower modifier or any other
modifier. Will mods stack with room mods and
any modifiers that might be presented in the
game situation.
By that same standard, no matter how powerful
your character might be, or how many helpful
modifiers you might have, a natural roll of 6
ALWAYS fails.
In any case, even if you have 0 Will, always
make the Bravery Check to see if you earn a
Willpower back.
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Section 17.0
Ranged Combat
IF (and only if) the current room is 4 squares
or larger you may make a ranged attack. To
make a ranged attack you must have a ranged
weapon. Roll a DE stat check. If you succeed at
the check, apply weapon damage to the
monster’s Life Force. (usually by rolling +
your DMG bonus). Extra damage after a monster
is defeated CAN’T roll over to other monsters
in the room. You targeted a single monster
with the attack.
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Section 18.0
Melee Combat
During Melee Combat you MUST make a melee
attack using a ST check. If you succeed, apply
the weapon’s damage to the monster’s LF.
(usually by rolling + your DMG bonus).
Similarly, damage can’t roll over to multiple
enemies. However, if you FAIL, one monster in
the room deals damage to you. Roll the
monster’s H DMG and apply it to your health
rating. If it reaches 0 you die. If you have a
second melee weapon, attack again.
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Section 19.0
Running Away
After ALL steps of combat you can elect to run
away by making a CH check. If you fail, one
monster in the room deals damage and another
round of combat begins. If you pass choose any
door in the room to escape through. If it is a
door you haven’t explored yet roll on the
Doorway chart. If it is stuck or locked and
you fail the roll, one monster in the room
deals damage and combat resumes. If you
escape, add a number to the room and record
what monsters were left behind on a sheet of
paper. They will be there if you return.
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Section 20.0
Treasure Rolls
After you have cleared a room of all monsters
roll 1D6. If you get a one through five you
earn that much gold. Add it to your gold
rating on the character sheet.
If you roll a six, roll on the Items chart in
the section on armor and items. Each item is
assigned a number. If you roll that number
you find that item. If you roll a 1 on the
items chart you find nothing.
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Section 21.0
The Boss Monsters
Each dungeon scenario has its own boss
(marked with a * on the Monster Chart) The boss
will not appear until you’ve encountered all
the other monsters on the chart at least once.
Additionally, the boss will only appear in
specific rooms, as designated by the scenario.
If you roll the boss when it can’t appear,
reroll. Once it is defeated, the game ends.
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Alternatively, for a potentially shorter
game, keep track of each monster you kill
during the dungeon. After each battle is won,
roll 2D6. If the roll is LOWER than the number
of monsters killed during the dungeon, the
boss can now have a chance of appearing. The
boss will still only appear in specific areas,
as designated by the scenario rules. As
before, if you roll the boss when it can’t
appear, reroll.
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Section 22.0
Backtracking
At any point in the dungeon you may work your
way backwards and return to rooms you
already visited. If you ran away from a room,
the monsters you left will still be there.
If you left the room empty, roll 1D6. On a roll
of 6, new monsters appear. Roll for monsters
as normal. Once you’ve defeated the monsters,
make a Treasure Roll -2 to see if the monsters
were carrying any. If the result is 0, you get
no gold. You can’t find items as the room has
already been searched once.
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Section 23.0
Leveling Up
After defeating a boss, count up the number of
rooms you explored. Earn 1 gold for each
room. If you do not defeat the boss, you don’t
get the bonus.
In between dungeons you may spend 100 gold to
Level Up. When you level up, you gain the
following:
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● Add +1 to one stat. No stat can be higher
than 5.
● Add +1 to your DMG bonus.
You may also buy new equipment. You may only
have 2 melee weapons and 1 ranged weapon at a
time.
You may also spend 1 gold to stay the night at
an INN to fully heal your wounds and
willpower.
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Section 24.0
Corruption
As an evil
character, you
have the chance
of becoming more
corrupt as you
progress in the
game.
Corruption may
help you in some
instances, but
hinder you in
others.
You begin the
game with 1
corruption.
However, there
are choices you
may make that might increase your
corruption. Many of the choices might benefit
you in the immediate future. However, the
higher the corruption, the more trouble you
make for yourself. These choices include:
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● Intimidation: Intimidating a shopkeep
for cheaper prices.
● Robbery: Threatening the shopkeep with
violence or death in order to get items.
● Theft: Sneaking under cover of night to
rob shops.
● Pickpocketing: Stealing money from
locals.
● Highway Robbery: Robbing travelers on
the road.
● Assassination: Taking on a job to kill
someone.
Each of these will be explained further in the
next section, but each has the chance of
increasing your corruption. Each criminal
action will include a “Corruption Modifier.”
Whenever you partake in one of these actions,
roll 2D6 and ADD your corruption modifier. If
the total is higher than your current
corruption, your corruption goes up by 1. If
it is equal or lower, your corruption remains
the same. However, if you roll a natural 12,
the corruption goes up by 2. If you roll a
natural 2, your corruption goes DOWN by 1 as
you begin to feel remorse for some of your
actions. In any case, your corruption has
impacts on various in game occurrences.
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Corruption and Evil Talents
The number of corruption points you
currently have is also the number of talents
on the talent tree you are allowed to be
trained in. You can train up to that many
talents on your talent tree. However, if your
corruption goes down, and you have too many
talents, you must “forget” the highest ranked
one. If two or more are tied, you choose which
one to forget.
Corruption and Services
As your corruption goes up, your access to
certain services goes down. Business owners
won’t serve you and towns won’t host you.
Corruption Effects
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When you can’t buy items, weapons, and/or
armor, you will have to resort to robbery or
theft to get what you need.
When you can’t stay at the Inn, you will have
to successfully intimidate the innkeeper to
allow you to stay, but risk the Town Guard
finding you in your sleep. Roll on the Town
Guard Appearance chart +1 to the roll.
If you choose NOT to stay at the Inn you must
sleep out in the wilderness. You can still
gain the health and willpower from sleeping,
but risk wild animals attacking you. Roll on
the wild animal chart below to see if you get
attacked.
Wild Animals
1 No Attack
2 No Attack
3 Slime 6 1 1 1
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When you commit crimes, you run the risk of
the town guard finding you and attempting to
arrest you. Any time you commit a crime, roll
on the chart below. When you aren’t welcome
in any town, you make this roll any time you
finish a dungeon to see if you’ve been tracked
down. The top bar is your current corruption
level. The left bar is the die roll. Cross
reference the die roll with the level. If the
box has an X, roll on the guard chart on the
next page and fight the guards who appear to
arrest you.
Town Guard Appearance Chart
1
2 X
3 X X
4 X X X
5 X X X X
6 X X X X X X
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Town Guard
1 Guard Boy 3 1 1 3
When fighting the town guard, you can always
try and flee. However, if you choose to stay
and fight, you must make a Corruption roll +X
where X is the number of town guards you
killed.
Corruption and Repentance
If your Corruption ever hits 0, your
character becomes repentant. They have a
desire to change their ways. The next time
you attempt a Criminal Choice, you must make
a CH roll to convince yourself to do it. If you
pass, you gain 1 corruption automatically. If
you fail, you can no longer be evil or gain
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corruption. You may not use any of your class
talents. You become like any other normal
heroic character.
Corruption and Pure Evil
Your Corruption can never be higher than 12.
You must always still make the Corruption
roll when you commit crimes to see if you roll
a 2 and lose a corruption. However, if you
ever roll a 12 while you are at 12 Corruption
you become Pure Evil. You are permanently at
12 corruption and never make another
corruption roll again. You also roll for an
extra power bonus on the table below:
Table of Pure Evil
As an evil or desperate character, you have
the option of NOT paying for things and
instead stealing and intimidating instead.
You also have the options of gaining extra
gold through pickpocketing or highway
robbery. Each of these is explained in its own
table. Each also has a different Corruption
Roll modifier. Each action may only be
attempted once in between dungeons. NOTE: The
use of the term “item” below can refer to
weapons, armor, or items.
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Intimidation +0
77
Pickpocketing +0
78
Section 26.0
The Jail
Whenever a Town Guard member deals damage to
you, roll 2D6. If the roll is 2 (snake eyes) you
are captured and sent to jail. Similarly, if
you are ever reduced to 0 health by the town
guard, you aren’t dead but instead thrown in
jail. Escaping jail is like a dungeon.
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Special Rules
Starting: Your health and willpower are reset
to full as it is assumed you rested in the
cell. The cell, or first room, is NOT the
entrance or exit as in other dungeons. It is
simply the starting spot and your goal is to
find an exit.
Escaping Your Cell: Before you can begin, you
must pick the lock to get out of the jail cell.
Make a WI check to pick the lock. If you fail
you may spend willpower to try again. You may
also wait for the guard and make a CH check to
trick them. If your trick is successful, make a
ST check to knock them out and take the key. If
you fail either check, the guard leaves. Roll
a 1D6 to see when he comes back. Lose that
much willpower as you wait. You may also try
picking the lock again that many times before
he comes back without spending extra will.
Fighting: You have no weapons or items with
you at the start. Instead, you may only make
melee attacks and they only deal ONE damage
each. Not to mention that it doesn’t kill the
guard, just knocks them out. When you find the
armory, you get all your weapons and items
back.
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Finding the Exit: Upon entering each new
room roll 2D6 and add the number of rooms
you’ve explored so far. IF the final result is
15 or more, you have found an escape route
from the dungeon. Fight any guards in the
room and then leave the jail.
Tower Doorways
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Jail Guard
1 Guard Boy 3 1 1 3
*The King’s Knight is the boss of the dungeon.
If you find him before finding a different
exit, you automatically locate the exit after
defeating him without needing the usual
roll.
After escaping jail, make a corruption check
+X where X is the number of rooms you
explored and cleared of guards.
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Section 27.0
The Bleak Tower
The Bleak Tower is a multi-level dungeon to
get you started playing the game.
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The Story Thus Far
The Bleak Tower. A crumbling fortress in the
mountains of Hellick Water. Wreathed in the
cold and snow, it sits precariously on the
edge of a cliff, leaning this way and that in
the wind. Some say it will fall down one day.
Others claim it was built by a wicked mage
and is therefore held up by dark magic.
Most people from nearby towns fear the place.
Some believe it to be haunted. Others simply
fear the wild animals or monsters who may
have taken up residence. Most, however, worry
that the wicked mage who built the place may
still be around or that his evil magic still
holds a place here.
You, however, have heard that all his magic
was trapped inside a purple seer stone--and
to the person who finds it goes fantastical
dark powers like the world has never known.
Perhaps such a person could wield power over
an entire town, a city . . . the world?
There is only one way to find out. Enter the
tower, climb the levels. Discover the crystal
ball.
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Special Rules
Restricted Playing Area: Before beginning
The Bleak Tower draw a circle on your graph
paper that is approximately 6 inches or 30
squares in diameter. This is the playing area
for the dungeon. Rooms cannot extend outside
this circle. Rooms near the edge may have
partial squares. Squares that are half or more
inside the circle boundaries count toward
the room size. Squares that are less than half
inside the boundary don’t.
Multi-Level Dungeon: This dungeon has 6
levels to it. You begin at the ground level.
You may enter and create the first room along
any edge portion of the circular map. Each
level has its own boss. When you beat one boss,
you move to the next level. Each level is its
own sheet of graph paper.
Moving Between Levels: When you
move up a level, the “Staircase” is
in the same spot on the map. So, the
newly generated room is in
whatever spot you killed the boss
on the last map. Keep track of the staircases
by drawing the logo on the left in rooms with
stairs. For traps or obstacles that force you
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to fall to a lower level, you will always try
and fall into the same approximate area on
the map to the level below. If a room wasn’t
previously generated here where you’ve
fallen, generate that room now.
Monsters: For each tower level above the
first, add +1 to all monster rolls. For
example: Level 1 adds +0, level 2 adds +1,
Level 3 adds +2, and so on and so forth. This
means the bosses from previous levels will
become normal monsters on higher levels. The
bosses for each level are as follows:
Level 1 Boss Wild Boar
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Tower Room Types
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Monsters
1 No Monster - - - -
2 Slime 6 1 1 1
3 Spiderling 5 1 1D2 2
4 Rat 4 1D2 1 3
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If you manage to make it out of the tower
without dying in the collapse, read the
following:
You leap out of the nearest window, door, or
other exit into the snow just as a
thunderous boom echoes across the
mountain. You turn just in time to see the
whole tower sliding down the side of the
mountain and finally disappearing into a
cloud of dust, snow, and debris in the valley
below. You sigh with relief, and look
greedily at the spoils of your efforts. The
purple crystal ball. What secrets does it
hold?
The player may now make WI checks to study
the ball. If you fail, you may spend willpower
to try again either right away or in the
future. However, each time you fail, make a
corruption check. Also record each time you
fail and make a 2D6 roll. If the roll is lower
than the number of tries, the ball cracks and
breaks into a bunch of pieces. If you pass the
test, however, you may roll on the Table of
Pure Evil and gain one of those powers. This
does not mean you are pure evil. Your
corruption stands wherever it currently is
when you succeed at discovering its secrets.
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Section 28.0
Playing With a Game Master
Using the following tips, play the game with a
traditional Game Master.
● The GM can choose to prebuild the
dungeon beforehand, choosing what is
in each room, the layout, the doors, the
traps, where the Boss is hiding, and
more.
● The GM can add in treasure chests with
set gold or items inside.
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● Adventure Modules such as The Haunting
of Gilroy Tavern found in the Deluxe
Core Rulebook can be run like an
ordinary RPG.
● The GM may choose to run the game in a
more “roleplay” style with added story
elements, non-player characters, quest
goals, etc.
● In this way, the GM can use WI for all
reading, writing, and intelligence
based rolls. The GM may also use CH for
all social based rolls with NPCs,
enemies, and more.
● Try playing the game on a traditional
grid based game mat with miniatures.
● Each miniature can move 1-2 squares at
a time orthogonally as part of the melee
attack phase.
● Ranged attacks may be made at a
distance. Melee attacks may be made
while adjacent.
● Come up with your own house rules!
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94
Expand Your Adventure With These Stand Alone
Micro Chapbook RPGs!
Find More World Building Options and Create
Stronger Characters with these Micro
Chapbook Supplements!
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