result is higher than their morale, they run away. Magic Resist. Intuition Spellcasting 66. Mag.
casting 66. Mag. Ring 46. Handcuffs 26. Oil Flask
monster reach half their HP, roll 2D6. If the Willpower Perception Precision 65. Holy Idol 45. Padlock 25. Lantern When a group lose half their numbers or a big Persuasion Ranged Attack Memory 64. Crystal 44. Chain 24. Powder Morale (5 + HD) CHA WIS INT 63. Scroll 43. Crowbar 23. Torches 62. Mushroom 42. Lockpick 22. Candles 11, 12 - PLEASANT and HELPFUL Vitality Balance Break Stuff 61. Potion 41. Grp. Hook 21. Tinderbox 9, 10 - CONFIDENT and FRIENDLY Stamina Acrobatics Lift Weight 6, 7, 8 - CURIOUS and CAUTIOUS Poison Resist. Avoid Harm Melee Attack 56. Lute 36. Bear Trap 16. Sickle 4, 5 - SCARED and UNFRIENDLY CON DEX STR 55. Mirror 35. Fish Net 15. Hammer 2, 3 - ANGRY and HOSTILE 54. Disguise 34. Rake 14. Pitchfork is uncertain, roll twice in the table bellow: their HP and a random stat by 1 after healing. 53. Jugglers 33. Grease 13. Pickaxe When PCs encounter a monster whose reaction When a PC reaches 0hp and survives, raise both 52. Card Deck 32. Marbles 12. Shovel 2D6 Reaction Rolls better gear, special training and affiliations. 51. Trick Dice 31. Caltrops 11. Knife Characters advance horizontally by getting Target Difficulty = 19 + HD | Morale = 5 + HD Advancement a relevant stat on your character sheet. and how many D6s you roll to set their HP. words based on these items and write it next to Hit Dice (HD) represents the level of NPCs the GM and can be negotiated. Describe your character's background in 1 or 2 The cost and the TD of the spell are decided by Roll D66 three times in the table bellow. 6HD - 21hp - Elephants, Dragons, Demigods magic can spend HP or scrolls to cast spells. Starting Equipment & Background 5HD - 17hp - Bears, Cyclops, Knights PC's with background or vocation related to 4HD - 14hp - Lions, Minotaurs, Mercenaries Sorcery 6. Give yourseelf a cool name; 3HD - 10hp - Gorillas, Trolls, Warriors 5. Choose your starting vocation; 2HD - 7hp - Deers, Orcs, Bandits building relationships during gameplay. 4. Roll your initial equipment for background; 1HD - 3hp - Boars, Goblins, Peasants acquired by interacting with factions and 4. Roll 3d6 x10 CP for your starting coins; 0HD - 1hp - Chicken, Faeries, Children write it next to a relevant stat. Affiliations are 2. Roll 1d6+2 for your starting hit points; HD Level| Average HP - Creature Types Describe your vocation in a single word, and 1. Roll 2d6+3 for each stat in order; MONSTERS & NPCS Vocation & Afilliations CHARACTER CREATION HOW TO PLAY Advantage & Disadvantage DUNGEONCRAWLING Order of Action The GM describes the situation and Players say PC's have advantage on actions related to their Players cannot roll to discover secret content. Light Weapons > Ranged> Heavy > Spellcasting what their Characters do. If the consequences background, vocation and afiliations. Players can When the PCs enter a new room, the GM must Players describe their actions simultaneously for their actions are dangerous or interesting for also invoke any situational details to claim describe everything they are able to see and feel. and the GM imagines in which order it happen, the game, the GM asks for a Gambling Roll. advantage for their rolls. If the GM decides to put secrets in the room, going from the fastest to the slowest. If it's Otherwise, actions automatically suceed. they must provide sensorial clues for it, specially unclear who acts first, roll a D6 to decide. D6-based Usage Dice (UD) if these secrets are deadly traps. The Gambling Roll When an action gets a complication, roll a D6 Combat 3D6 + Relevant Stat => Target Difficulty (TD) and add the UD level of the tool being used. If Encumbrance Damage = 3D6 + Stat - TD The action succeeds if the sum of the three the total is 6 or lower, it's UD level is lowered. 1 CON = 1 Inventory Slot = 100 Coins Damage is the difference between the attacker's dice and the stat is equal or higher than the TD. Two complications lower the UD automatically. PCs may carry a number of items equal to their roll and the defender's TD. Proper weapons The standard difficulty is 20, but it may change CON with no penalty. Encumbered PCs make double the damage outcome. If a PC engaged in according to the situation. The outcome is also UD Level| Quality or Quantity - StandardCost all rolls with TD 25 and always act for last. melee roll under the opponents TD, they take influenced by the 1's and 6's rolled on the dice. 0UD | Broken or Wasted - 0 CP the damage. PCs cannot make ranged attacks 1UD | Poor or Sparse - D6 CP Forgotten Slots when they are engaged in melee. When the TD 25 - Disadvantage or improvised tools; 2UD | Rustic or Few - 3D6 CP Before going to adventure, you can spend 10CP opponent is surprised, the TD is reduced to 15. TD 20 - Having advantage or proper tools; 3UD |Average or Enough - 3D6 x10 CP to fill one of your free inventory slots with the TD 15 - Having advantage and proper tools; 4UD | Good or Plenty - 3D6 x100 CP "forgotten" tag. You may turn these slots into a Shields & Armor 5UD | Fine or Abundant - 3D6 x1000 CP common item (2UD) at any moment of need. Players can choose to roll shield or armor UD Partials & Criticals 6UD | Divine or Infinite - 3D6 x10000 CP to negate all income damage. Each UD Level 1's = Complications | 6's = Benefits Light & Darkness counts as 1 inventory slot. PCs wearing armor If the action succeeds but the roll has a 1, you Currency Guidelines Having a source of light makes the exploration count as Heavy in the order of action. get a minor complication. If the action fails but 1 GoldPiece = 10 Silver Pieces = 100 Copper Pieces easier to navigate visually, but more difficult to the roll has a 6, you get a minor benefit. Both 1 CP feed one person for a day. CP and SP are avoid conflict. Without a source of light, PC's Healing situations are open to interpretation by the GM the standard currency of the poor. GP can be can navigate stealthly using their other senses, PCs recover D6 HP after combat if they are not and players. Pairs and Trios have higher impact. found in the pockets of rich people, treasure but they become more vulnerable to traps. starving. Wounded characters roll with TD 25 chests or ruins of fallen civilizations. until they get proper treatment and a full rest. result is higher than their morale, they run away. Magic Resist. Intuition Spellcasting 66. Mag. Ring 46. Handcuffs 26. Oil Flask monster reach half their HP, roll 2D6. If the Willpower Perception Precision 65. Holy Idol 45. Padlock 25. Lantern When a group lose half their numbers or a big Persuasion Ranged Attack Memory 64. Crystal 44. Chain 24. Powder Morale (5 + HD) CHA WIS INT 63. Scroll 43. Crowbar 23. Torches 62. Mushroom 42. Lockpick 22. Candles 11, 12 - PLEASANT and HELPFUL Vitality Balance Break Stuff 61. Potion 41. Grp. Hook 21. Tinderbox 9, 10 - CONFIDENT and FRIENDLY Stamina Acrobatics Lift Weight 6, 7, 8 - CURIOUS and CAUTIOUS Poison Resist. Avoid Harm Melee Attack 56. Lute 36. Bear Trap 16. Sickle 4, 5 - SCARED and UNFRIENDLY CON DEX STR 55. Mirror 35. Fish Net 15. Hammer 2, 3 - ANGRY and HOSTILE 54. Disguise 34. Rake 14. Pitchfork is uncertain, roll twice in the table bellow: their HP and a random stat by 1 after healing. 53. Jugglers 33. Grease 13. Pickaxe When PCs encounter a monster whose reaction When a PC reaches 0hp and survives, raise both 52. Card Deck 32. Marbles 12. Shovel 2D6 Reaction Rolls better gear, special training and affiliations. 51. Trick Dice 31. Caltrops 11. Knife Characters advance horizontally by getting Target Difficulty = 19 + HD | Morale = 5 + HD Advancement a relevant stat on your character sheet. and how many D6s you roll to set their HP. words based on these items and write it next to Hit Dice (HD) represents the level of NPCs the GM and can be negotiated. Describe your character's background in 1 or 2 The cost and the TD of the spell are decided by Roll D66 three times in the table bellow. 6HD - 21hp - Elephants, Dragons, Demigods magic can spend HP or scrolls to cast spells. Starting Equipment & Background 5HD - 17hp - Bears, Cyclops, Knights PC's with background or vocation related to 4HD - 14hp - Lions, Minotaurs, Mercenaries Sorcery 6. Give yourseelf a cool name; 3HD - 10hp - Gorillas, Trolls, Warriors 5. Choose your starting vocation; 2HD - 7hp - Deers, Orcs, Bandits building relationships during gameplay. 4. Roll your initial equipment for background; 1HD - 3hp - Boars, Goblins, Peasants acquired by interacting with factions and 4. Roll 3d6 x10 CP for your starting coins; 0HD - 1hp - Chicken, Faeries, Children write it next to a relevant stat. Affiliations are 2. Roll 1d6+2 for your starting hit points; HD Level| Average HP - Creature Types Describe your vocation in a single word, and 1. Roll 2d6+3 for each stat in order; MONSTERS & NPCS Vocation & Afilliations CHARACTER CREATION HOW TO PLAY Advantage & Disadvantage DUNGEONCRAWLING Order of Action The GM describes the situation and Players say PC's have advantage on actions related to their Players cannot roll to discover secret content. Light Weapons > Ranged> Heavy > Spellcasting what their Characters do. If the consequences background, vocation and afiliations. Players can When the PCs enter a new room, the GM must Players describe their actions simultaneously for their actions are dangerous or interesting for also invoke any situational details to claim describe everything they are able to see and feel. and the GM imagines in which order it happen, the game, the GM asks for a Gambling Roll. advantage for their rolls. If the GM decides to put secrets in the room, going from the fastest to the slowest. If it's Otherwise, actions automatically suceed. they must provide sensorial clues for it, specially unclear who acts first, roll a D6 to decide. D6-based Usage Dice (UD) if these secrets are deadly traps. The Gambling Roll When an action gets a complication, roll a D6 Combat 3D6 + Relevant Stat => Target Difficulty (TD) and add the UD level of the tool being used. If Encumbrance Damage = 3D6 + Stat - TD The action succeeds if the sum of the three the total is 6 or lower, it's UD level is lowered. 1 CON = 1 Inventory Slot = 100 Coins Damage is the difference between the attacker's dice and the stat is equal or higher than the TD. Two complications lower the UD automatically. PCs may carry a number of items equal to their roll and the defender's TD. Proper weapons The standard difficulty is 20, but it may change CON with no penalty. Encumbered PCs make double the damage outcome. If a PC engaged in according to the situation. The outcome is also UD Level| Quality or Quantity - StandardCost all rolls with TD 25 and always act for last. melee roll under the opponents TD, they take influenced by the 1's and 6's rolled on the dice. 0UD | Broken or Wasted - 0 CP the damage. PCs cannot make ranged attacks 1UD | Poor or Sparse - D6 CP Forgotten Slots when they are engaged in melee. When the TD 25 - Disadvantage or improvised tools; 2UD | Rustic or Few - 3D6 CP Before going to adventure, you can spend 10CP opponent is surprised, the TD is reduced to 15. TD 20 - Having advantage or proper tools; 3UD |Average or Enough - 3D6 x10 CP to fill one of your free inventory slots with the TD 15 - Having advantage and proper tools; 4UD | Good or Plenty - 3D6 x100 CP "forgotten" tag. You may turn these slots into a Shields & Armor 5UD | Fine or Abundant - 3D6 x1000 CP common item (2UD) at any moment of need. Players can choose to roll shield or armor UD Partials & Criticals 6UD | Divine or Infinite - 3D6 x10000 CP to negate all income damage. Each UD Level 1's = Complications | 6's = Benefits Light & Darkness counts as 1 inventory slot. PCs wearing armor If the action succeeds but the roll has a 1, you Currency Guidelines Having a source of light makes the exploration count as Heavy in the order of action. get a minor complication. If the action fails but 1 GoldPiece = 10 Silver Pieces = 100 Copper Pieces easier to navigate visually, but more difficult to the roll has a 6, you get a minor benefit. Both 1 CP feed one person for a day. CP and SP are avoid conflict. Without a source of light, PC's Healing situations are open to interpretation by the GM the standard currency of the poor. GP can be can navigate stealthly using their other senses, PCs recover D6 HP after combat if they are not and players. Pairs and Trios have higher impact. found in the pockets of rich people, treasure but they become more vulnerable to traps. starving. Wounded characters roll with TD 25 chests or ruins of fallen civilizations. until they get proper treatment and a full rest.