You are on page 1of 6

DUNGEON SOUL

Old School Roleplaying in 2400


Nakade
RULES MORTALS
PLAY: Create mortals and describe their ATTRIBUTES: Mortals have four
actions. Roll only to avoid risk. One attributes - Strength (Str), Dexterity
player is the Referee. They set the scene (Dex), Intelligence (Int), and Charisma
and control difficulty. (Cha). Assign the following scores to
each attribute: +2, +1, 0, -1.
ROLLING: Start with your skill die
(default d6). Upgrade it based on the CLASSES: Choose from the following
relevant attribute (+: d6 -> d8 -> d10 list of classes. Each class has a list of
etc., -: d6 -> d4 -> d4-1 etc.)*, then starting skills and equipment.
roll and consult the chart below.
• Fighter - Skilled in Simple Weapons
1-2 Disaster. Suffer the full risk. If (Str/d8), Martial Weapons (Str/d8),
risking death, you die. If risking a and either Intimidation (Cha/d8) or
wound, become wounded. Survival (Int/d8). Starts with a
weapon of choice and leather
3-5 Setback. A lesser consequence or armour.
partial success. If risking death,
you’re downed. If risking a wound, • Wizard - Skilled in Spellcasting (Int/
fail without the wound or succeed d8), Lore (Int/d8), and either
with it. Languages (Int/d8) or Persuasion
(Cha/d8). Starts with a heavy
6+ Success. The higher the roll, the spellbook and robes.
better.
• Cleric - Skilled in Prayer (Cha/d8),
DIFFICULTY: The Referee decides Simple Weapons (Str/d8), and either
whether an action is impossible, hard, Healing (Int/d8) or Religion (Int/
normal, easy, or basic. Impossible actions d8). Starts with a simple weapon,
fail and basic actions succeed leather armour and a holy symbol.
automatically. For hard actions roll 2
skill die and take the lower, for easy • Rogue - Skilled in Thievery (Dex/
actions take the higher. If you are d8), Simple Weapons (Str/d8), and
hindered, actions become harder. If you either Deception (Cha/d8) or Stealth
are helped, actions become easier. (Dex/d8). Starts with d8gp, a
simple weapon and simple clothing.
LOAD: Carry as much as you wish.
Too many heavy items (2+) may hinder SKILLS: A non-exhaustive list of
you at times. learnable skills. Certain skills are innate
and cannot be learned. Skills can be used
HARM: Mortals can be hale, wounded, with different attributes (E.g. an
down, or dead. Harm moves you down Intimidating show of Strength).
the track, healing moves you up.
Wounded mortals find all rolls harder. If • Strength - Simple Weapons, Martial
you become downed, you are unconscious Weapons, Ranged Weapons, Endurance
and will die in an hour. Dead mortals (Test to prevent Hindrance when
cannot be healed. overburdened)
ADVICE: Set lines before play. Present • Dexterity - Evasion, Gaming,
problems you can’t solve. Move the Thievery, Stealth
spotlight. Test periodically for trouble (1)
or signs of trouble (2-3) using a d6. • Intelligence - Crafting, Languages,
Offer rulings to cover gaps in rules, Lore, Healing, Religion, Survival
revise unsatisfactory rulings as a group.
Don’t shy away from consequences. The • Charisma - Deception, Intimidation,
world is a living place, not a backdrop. Persuasion
*Dice Step Scale: d4 -> d6 -> d8 -> d10 -> d12. +1 for each step up past d12, -1 for each step down past d4.
GEAR SAVES: For particularly deadly attacks,
mortals should be allowed an Evasion
attempt before they suffer the full effect.
CURRENCY: The coin of the realm On setback, the attack is downgraded.
is measured in Gilded Pieces (gp). 1 gp
buys a day’s worth of food and drink or RESTING: Short rests take 8 hours in
a night’s stay at an inn. In realms far a safe location. Long rests take a week
from the Kingdom’s control less of light activity in a safe location.
conventional currencies may be in use. During a short rest, make a Healing
check. On a success, you successfully
EQUIPMENT: A common list of move up the health track. Helping
equipment and costs follow. Most items requires a successful Healing attempt from
cost 1d4gp unless specified. the helper.

• Heavy Tools (5gp, Wounds on 6+): STABILISING: A downed mortal


Shovels, pickaxes, rakes requires a successful hard Healing attempt
to stabilise (become wounded instead). On
• Simple Weapons (5gp, Wounds): a setback, you become wounded but suffer
Daggers, maces, clubs, staves a scar reflecting your prior injury. Some
downed mortals cannot be stabilised
• Martial Weapons (5gp, Downs): depending on the source of injury.
Swords, polearms, spears, glaives
REACTION: When you first come
• Armour: Leather (50gp, 1 A.V.), across other creatures, the Referee may
chain (100gp, 2 A.V.), plate make a check to gauge their reaction.
(300gp, 3 A.V., Heavy x2) Roll 1d12.
• Potions: Healing (Move up health 1-2 Hostile, attacks
track, 25gp), poison (Test 3-5 Negative
Endurance or move down, 25gp), 6-7 Bored, uncertain
alchemist’s fire (50gp) 8-10 Positive
11-12 Friendly, assists

COMBAT ENEMIES: What follows are a list of


sample enemies. Certain types of A.V.
may be bypassed. Attacks are listed as
BASICS: Leaders roll 1d6 and add Int
to determine initiative for each side. (Attack name) (Wounds/downs/kills)
Discuss, then act. Fighting is always a times per round (default 1).
choice. Consider surrender, negotiation, • Lantern Wyrm (2 flesh A.V., bite
disarming, fleeing, invoking authority, or wounds, light-sensitive, easy to hit)
other forms of contest.
• Master of Blades (1 parry A.V. per
ROUNDS: Each round, move and take round, sword strike wounds 3/
an action (move, attack, use item etc). round, hard to hit)
WEAPONS: Either wound, down, or • Flame Beetle (1 carapace A.V., antler
kill on the first strike. If they wound, gore ignites and wounds 2/round,
the second strike downs. Unarmed strikes hard to hit)
wound on 8+.
• Spectral Emissary (0 A.V., invocation
ARMOUR: Armour Value (A.V.) downs, impossible to hit without
Allows you to ignore strikes each banishing ritual)
combat. 1 A.V. = Ignore 1 strike, 2
A.V. = Ignore 2 etc. After each combat • Dragon (2 A.V. per round, claw
roll 1d6. On a 1 or 2, Armour breaks wounds 2/round, fire breath kills
and must be repaired (Crafting). with save)
MAGIC PSIONICS: To determine a mortal’s
psionic aptitude, the Referee rolls 2d6
and notes aptitude on a 12. Uncovering
SPELLS: Magic invocations that alter latent psionic aptitude requires either
the fabric of reality. Each spell has an communing with a psionic focus or
action, a level, and an element (consult finding a master.
with your Referee for effects). Wizards
start with 3 in their spellbook, and can Psionic powers are not bound to any
generate a new spell when levelling up. attribute and may include Telepathy (d8,
When using spells, roll Spellcasting. On sense surface thoughts) and Telekinesis (d8,
setback, a mishap occurs - the more as strong as your arms), or pick one at
powerful the spell the greater the mishap. d10. Awakening latent psionic powers
Casting causes your Spellcasting skill die to requires losing 1 Str permanently as the
degrade for that day. powers drain your physical capabilities.

• Action (d6): Command, Alter,


Destroy, Create, Absorb, Repell
• Level (d4): Minor, Local, Controlled,
WORLD
Major REALMS: A list of domains are
included for adventuring purposes.
• Elements (d8): Fire, Water, Air,
Earth, Life, Undeath, Force, 1. The Eastern Wastes, cursed forests
Illusion and swamps crawling with beasts
2. The Old Capital, twisted haven of
PRAYERS: Direct communications to ancient wealth and crime
gods or other elder forces. Clerics choose
up to three domains from the following: 3. The Scholar’s Ward, filled with
Arcana, Death, Forge, Knowledge, cathedrals and decaying libraries
Nature, Harvest, Order, Trickery, 4. The New Capital, home to the
Change, War. King and the old Altar of Light
Each cleric has 1 minor prayer an hour, 5. The Hidden Keep, cursed palace
1 moderate prayer a week, and 1 major that houses the true Throne
prayer a month. Every time a Cleric 6. The Northern Cinders, scorched
prays, they make a prayer check. On a plains that once fed the Kingdom
failure, the target ignores you, and you
can no longer pray for that day. On a HIRELINGS: Assistants of various
mishap, the prayer is misinterpreted. On stripes can be contracted by mortals
a success, the prayer is granted. Discuss (10gp/week) or voluntarily engage after
with the Referee what result the prayer the players provide some service. Unlike
provides, if appropriate. Example prayers: mortals, hirelings have no attributes and
die if they are downed. Some example
• Minor (Death): Harm this foe (Foe is hirelings are provided:
downed)
• Torchbearer (d8 Evasion, torch)
• Moderate (Order): Show me what is
out of place in this room (Room is • Sellsword (d8 Martial Weapons, sword,
organised, out of place objects leather armour)
deposited near cleric)
• Apothecarist (d10 Healing, healing
• Major (Nature): Calm this pack of potion)
wild beasts (Beasts become allies for
1d4 days) • Scholar (d8 Languages, d10 Lore)

The more powerful the prayer, the more Treat your retainers well, and they will
dangerous the misinterpretation. respond with loyalty and trust in combat.
QUESTS PROGRESS
The Kingdom was once the domain of Set campaign goals as a group and
Light. Now, the Light has been lost for individually. Whenever you achieve a
centuries, and Darkness appears poised to campaign goal, level up. Each level up to
conquer all. 4, upgrade a skill you own and consult
the list for a further benefit.
Without the Light to guide them, the Lesser
Gods descend into petty squabbles, fighting For level 1, learn a new skill.
over scraps of their domains. The Kingdom
fades into ruin, divided and weak. For level 2, gain 1 natural A.V.

Take up the word and the sword. Destroy For level 3, increase an attribute by 1.
the Darkness. Bring hope to us all.
For level 4, gain a title based on your
Roll 3d6. deeds. All actions related to that title
become easier.
1 A Lord demands...
2 A local priest requests... For every level afterwards, learn or
3 The townsfolk ask... upgrade a skill.
4 The Court requires...
5 A Lesser God commands... The above is only one method of static
6 A debtor insists... (pre-determined) progression. Mortals may
also progress by completing a set number
That... of expeditions or by accumulating Gilded
Pieces from adventures.
1 An object be delivered...
2 A local meance be removed... In addition to static progression,
3 A vendetta be settled... characters may also grow dynamically.
4 A person be deposed... To facilitate dynamic growth as a
5 An artefact be retrieved... Referee, present in-world methods of
6 A mystery be resolved... growth over time. Allow characters to
learn unique skills or secret techniques by
Involving... seeking out and gaining unique
experiences. A changed character is often
1 A cult of Darkness more interesting than an improved
2 A horde of Undead character.
3 A wealth of treasure
4 A heinous secret
5
6
A nefarious scheme
An ancient feud CREDITS
Notable personages (d12): Text and design (v1.2) by Nakade.

1 The Saint, honoured Lord of Coin The following games helped inspire the
2 The Devil, ancient keeper of arms creation of Dungeon Soul:
3 The Unworthy, Lord of Sanitation
4 The Just, ageless Royal Inquisitor • Soulsborne series (Atmosphere, world)
5 The Wise, cagey Lord of Letters
• Unknown Armies (Non-violence advice)
6 The Cold, first of the Heralds
7 The Mane, trickster horse-master • 2400 by Jason Tocci (Base
8 The Brutal, methodical schemer mechanics)
9 The Mother, power behind the throne
10 The Speaker, old servant of Order • Old School RPGs - Five Torches
11 The Truth, blind arbiter of lies Deep, Maze Rats (Additional
12 The Maker, kindly nomad merchant mechanics)
DUNGEON SOUL
Character Sheet

Name: ...........................................................

Class: ................................................. ( )

Health: .................... A.V.: ........./.........

STR: .......... INT: ..........


DEX: .......... CHA: ..........

Skills: Base: +Att:


................................ ( ) ( ) ................................ ( ) ( )
................................ ( ) ( ) ................................ ( ) ( )
................................ ( ) ( ) ................................ ( ) ( )
................................ ( ) ( ) ................................ ( ) ( )
................................ ( ) ( ) ................................ ( ) ( )
................................ ( ) ( ) ................................ ( ) ( )

Inventory: GP: ....................

You might also like