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Parts Per Million

Credits
Written By: Peter Rudin-Burgess
Editing: Todd Zircher
Cover Design: Peter Rudin-Burgess & Todd Zircher

Fonts:
Title - Capture Smallz by Koczman Bálint of Magique Fonts
Headers - Capture Smallz Clean by Koczman Bálint
Text Body – Verdana (subheaders are bold)

Rights:
References to intellectual property such as Star Wars and Star Trek
are only illustrative. There is no challenge to existing trademarks or
copyrights intended or implied. All such terms remain the properties
of their owners.

Where applicable, the contents of these rules are Copyright 2017-


2023 by Parts Per Million Limited.

Additional Art:
Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin
Games

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3DEEP - Contents
3DEEP - Introduction 3 Weapon (melee) 18
Character Creation 9 Weapon (bow) 18
Character Stats 10 Weapon (firearm) 18
Strength (Str) 10 Weapon (energy) 18
Endurance (End) 10 Skill Specialisms 18
Agility (Agl) 10 Character Ancestry 19
Logic (Log) 10 Humans 19
Empathy (Emp) 10 Elves 19
Rolling Stats 10 Dwarves 19
Stat Bonuses 11 Halflings 19
Below Average Stats: 11 Romulans 19
Above Average Stats: 11 Vulcans 19
Exceptionally High and Low Stats: 11 Mixed Ancestries 19
What is Normal? 11 Non-Humanoid Ancestries 19
Character Skills 12 Bringing a Character to Life 21
How Skills Work 12 Appearance 21
How Skills are Used 12 Friends, Family, and Affiliations 21
Proficiency 13 Motivations and Drivers 21
Difficulty Factors 13 Equipping Your Character 21
Making Progress 13 Equipment 23
Failing a Skill Roll 14 Money 23
Opposing Skills 14 Fantasy Equipment 24
Outside factors 14 Fantasy Weapons 26
The Ones and Sixes Rule 14 Modern Equipment 28
Cultural Background 15 Sci-Fi Armor 30
List of Skills 16 Special Damage 30
Animal 16 Character Creation Example 31
Athletic 16 Magic 33
Awareness 16 Alternative Damage & Healing 33
Combat 16 Special Effects 33
Communications 16 No Effect Magic 33
Crafts 17 Invisibility 33
Crew Member 17 Cantrips 34
Influence 17 Magical Effects (Duration) 34
General Knowledge 17 Stacking Magical Effects 34
Outdoor 17 Magical Effects 34
Science/Analytic 17 Casting Times 34
Magic 17 Listing Spells 34
Medical 17 Magical Attacks 34
Subterfuge 17 The Nature of Magic 34
Technical/Trade 18 Special Effects 35
Urban 18 Recovering Mana 35

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Failing a Magic Skill Roll 35 5. Assess Special Damage 44
Drawing Mana from Others 35 6. Roll Knockback 45
Working Magic with Others 36 7. Roll for Shield Activation 45
Creating Magical Items 36 8. Subtract Any Armor from Damage 45
Spells 36 9. Apply Damage 46
Air Flow 36 Combat Example 46
Amnesia 37 A Gun in Each Hand 47
Anticipate the Future 37 Can I Move and Fire In A Round? 47
Armor 37 Do weapons Break, Jam or Fail? 47
Barriers 37 Combat Difficulty Factors 48
Clairvoyance 37 Creatures & Monsters 49
Curse 37 Innate Magical Abilities 49
Deafen 37 Innate Non-magical Abilities 49
Detect Magic (Stuff) 37 Build Your Own Monster 49
Grow/Shrink 37 Normal Creatures 50
Speed 38 Giant Animals 53
Heat Object/Cool Object 38 Fantastic Monsters 55
Light 38 Monstrous Ancestries 56
Lock 38 Dragon Kind 60
Night vision 38 Supernatural 61
Pass-Through Solid 38 Prehistoric 63
Resurrection 38 Vehicles & Movement 65
Shape Shift 38 The Ones and Sixes Rule 65
Sleep 38 Damaging Objects 65
Summon Creature/Monster 38 Vehicle Armor 65
Difficulty Factors 38 V.Strength 66
Learning from Experience 39 V.Integrity 66
Time and Speed 39 V.Speed 66
Turns 39 V.Logic 66
Rounds 39 V.Control 66
Speed 39 Damaging a Vehicle 66
Natural Hazards 41 Driving Vehicles in Combat 66
Explosions 41 Being Hit by a Vehicle 67
Fire 41 Killing Vehicles 67
Poison 41 Effects of Damage 67
Limiting Effects 41 Building Vehicles with Points 67
Antidotes 41 Special Damage 68
Poison Bites and Stings 41 Vehicles hitting Vehicles 68
Ingested Poisons 42 Control Rolls 68
Poison Weapons 42 Healing 69
Combat 43 Natural Healing 69
1. Initiative 43 Medical Healing 69
2. Attack Roll 43 Magical Healing 69
3. Hit Location 43 Healing Special Damage 69
4. Roll Damage 43 3Deep Solo Engine 70

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Random Events Explained 72
Interpreting Results 73
Too Many Questions 73
Questions or Skill Rolls? 73
Impossible and Improbable Questions 73
What the heck does that mean? 73
Creating Story Arcs 74
Truly Random Beginnings 74
Solo Quick Reference 78
Rules Reference 79
Advanced Solo Rules 81
Appendix 1 Art Credits 84
Appendix 2 License 85
Content 85
Branding 85
House Rules 86

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3DEEP - Introduction
3Deep is a fast and straightforward story they also get to play every other
role-playing game. 3Deep allows play role from the lowliest bit part to the
in any world setting but was designed mad scientist behind an evil scheme.
to emulate the episode structure
of classic TV and movie Sci-Fi and How to play a role-playing game.
Fantasy. It does this by making even The actual play takes the form of
starting characters capable of handling verbally describing the situation to the
the great variety of situations that the other players. Then they explain their
plot lines and story arcs can throw at actions, what they are doing, what they
a character or team of characters. will say to other people, and how they
3Deep’s flexibility means that you are saying it. The Game Master then
can play in any genre from medieval takes their reactions and moves the
fantasy through the modern age to story on a little, either by replying to
Sci-Fi. what the players’ characters said or
describing the consequences of their
One of the design criteria for 3Deep is actions. Unlike a computer adventure
that all the rules needed to play should game, players are not limited to what
be contained on a single side of paper they can do by what someone has
and only require standard dice. These programmed into it. You can do nearly
single sheets can be found at the back anything your imagination says would
of this book. One sheet covers regular be possible in the world the Game
play’s core rules, and the second is for Master is creating for you.
the solo RPG rules.
Here is a brief example. The GM describes
The game uses a combination of 1, 2, a medieval marketplace; it is a fine
or 3 six-sided dice (referred to as 1d6, day, and stalls are set out with a range
2d6, or 3d6) to simulate the chances of wares from farmers selling fruits and
of events taking place. For example, bakers displaying bread through to tailors
if you swing a punch in a wild west and dress makers showing off their
bar brawl, then there is a chance you garments and a blacksmith sharpening
will hit or miss. That is where the dice housewives’ knives and shears. The
come in. players describe how they drift amongst
the stalls and examine some of the goods.
What is a role-playing game? The GM then describes how the town
A role-playing game (RPG) is like an guard riding barded horses galloped into
improv story jam and a computer the marketplace, chasing a youth wearing
adventure game. But at the same little more than pauper’s rags. The young
time, it is greater than either of man stops for a second, looking for a way
these activities. One person creates to escape before thrusting a pouch into
the story’s setting while the other the hand of one of the players’ characters.
players take on the role of the central He gasps out, “Keep this safe!” before
characters or the story’s heroes. The ducking behind the stall and sprinting
one that makes the plot is commonly into a dark alley. The soldiers wheel their
known as the Game Master (GM). Not horses around, looking for their quarry.
only do they create the plot for the

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How do the players react? What is in have some skill in a task and penalties
the pouch? Do they point to where the for trying tasks they have no skill at.
youth fled? This is just one possible It is not all about numbers. In creating
start to an adventure. Each player can a character, you also have to think
give their character any personality and about how they look, what motivates
quirks they like, and almost like acting. them, and how they are connected to
But then use that personality to color the world the game takes place in. This
their character’s actions. could include a short back story about
some great wrong they are trying to
Role-playing games are not just a two- right or being accused of a crime they
way conversation between players never committed. This role-playing
and Game Master. Not everything that game is not tied to any one genre. The
the players will attempt will succeed. same rules can be used for playing
Sometimes failures can prospectors in the wild west, the crew
advance the story just as much as of a star ship, magic-wielding fantasy
successes. heroes, or pulp fiction detectives.

When a situation or an attempt to do The Game Master creates the world


something is uncertain, dice are rolled, for the players. This world may be
so a chance of success or failure can be identical to ours or drawn from their
set. own imagination. The GM also makes
the plot or story be played out. Of
Characters, monsters, and even vehicles course, the GM does not know what the
and buildings can be simply described player’s characters will do, and the GM
using a few numbers. High numbers are needs to be flexible. The players (and
generally good, and low numbers are thus their characters) may miss a vital
usually bad. If the story you are playing clue that seemed evident to the GM
out includes that fist fight in the western when they came up with the idea. A
saloon bar, not every punch will knock couple of guards meant to be an almost
the evil cattle rustler out cold. You need incidental encounter could capture all
to roll dice, and if you are big and strong, the heroes by a fluke of the dice. In
you may get to add a small bonus to this way, the GM doesn’t know what
your dice roll. If you are an experienced will happen. In the last case, the story
fist-fighter, this may give you a bonus may resume with the characters being
for your dice roll. In this way, fights and revived in a holding cell with a bucket
challenges are not purely random, but of cold water thrown over them. In the
characters can play to their strengths case of the missed clue, by listening
(or weaknesses). Characters can learn to the players’ thought processes, a
from their experiences, so the more fist second clue could be improvised that
fights you are in, the better at fighting is more likely to be recognized but still
you become. fits in with the villain’s actions. The GM
is neither actively working against the
Before play starts, you need to create characters nor are you there to think for
a character you want to play by using them. Both GM and players are playing
numbers to describe their physical to have fun, and RPGs are meant to be
& mental attributes. The character’s fun & exciting. The characters should
education and training are defined face peril with the outcomes unknown.
using a list of skills they possess. They
will get bonuses on dice rolls if they A GM may create a single adventure

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with a single plot thread or story arc out that scene in your own imagination.
played out in a single sitting or maybe Then, you can stop and ask a yes/no
a few sittings. The GM may also create question at any time. The solo rules
a sequence of stories for the same then give you an answer that goes from
characters, which may or may not build ‘no, and the situation is worse than you
up into a greater story. Many TV shows imagined’ though some ‘maybe’ results
work with a story for each episode and to ‘yes, and it is even better...’. The rules
a story arc that spans an entire season. will also throw twists in the story that
This is then called a campaign. 3Deep you have to interpret subject to how
was created to emulate this TV show you imagine the game world works and
style. However, it is equally at home what would make sense for your story.
with playing fantasy, modern-day or For example, it can tell you to introduce
futuristic games. a new character, but it will not tell you if
they are on your side or not. It may tell
3Deep can also be played as a solo you to add a complication that makes
game. In that mode, the player asks a your life harder or the opposite thing
question about the world, and the dice that helps the character along. How
answer like the classic Magic 8 Ball toy. you work these into the story depends
The player then interprets that answer entirely on what is in your own head.
in the most logical (or entertaining)
way so that the story can continue. Of Many players find it a little awkward at
course, the answers given by the dice first, but it is not difficult. Solo role-play
are more suited to stories and gaming is also a valuable writing tool if you like
rather than the vagaries of the toy. the idea of writing a book where even
The dice can take the story in new, the author does not really know what is
unexpected, and exciting directions. going to happen.

When starting a solo game, the person Solo gaming is also very helpful in
is playing both roles of GM and player, learning how to be a Game Master and
so it would seem like they would always gain system mastery. There are times
know precisely what is going on, but this when a skill roll is required and times
is not the case. The best place to start is when a Game Master makes a choice,
with as much information as you would which is true in both solo play and group
find on a movie poster. That will tell you play. When that sort of choice normally
the title of the game. The tagline gives presents itself, the question takes
you a clue about the sort of story to priority as it guides the reality. The skill
expect. The poster itself provides many results follow because it is interacting
clues as to the game world; genre, the with that reality. For example, take the
style of dress, available technology, question ‘Are there any guards?’. You
etc. That should be enough to create could make an observation skill check,
the character and get the adventure but that will tell you only if you can
started. see the guards. The solo rules will help
The way a solo game unfolds is through with telling you whether there are any
the questions you ask. You know the guards. Depending on the setting you
character you want to play and the sort are playing and the dice roll, maybe
of adventures that you want to have. there are there, but they are hidden, or
So, you create your character and maybe there are present with dogs
imagine the opening scene. That will as well, or perhaps they just left on
start the adventure, and you can play patrol. You need an answer and any

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possible complications before making are called Player Characters (PC). Most
the observation check. NPCs in the world are little more than
You can quickly end up in a situation a name and a basic description. That is
where there are guards, and they have all that is needed to flag down a taxi or
dogs, but the character simply does buy a beer in the tavern. The GM’s job
not know that because they were on is to handle the NPCs, speaking as they
the wrong side of a building just as the would (accents are optional!). If the
character looked. You then should play PCs are rude and abrupt, then the NPCs
the character as if they do not know the around them may take offense and
danger. Solo play benefits from taking treat them similarly. NPCs can grow and
notes of essential facts as the world evolve as they gain more detail when
unfolds. As you play, you want it to interacting with the PCs and may play
remain consistent and coherent from important roles in the unfolding story.
session to session. You could quickly
come back past the same guard post on A good story is more than names,
your way out, and even if you managed dialogues, and descriptions. These rules
to sneak past them the first time, they will give you all the tools you need to
may well still be there the second! You model any world. You can also create
can read a lot more and see actual play the myriad of threats that the PCs need
examples in the chapter on solo play. to overcome, from monsters to falling
from rooftops to trying to launch a
Each player needs a character, and the missile down an exhaust port.
GM will need to create characters for
important people in their game world. As with almost every RPG, the starting
These are called Non-Player Characters point is creating your first character.
(NPCs), and player-owned characters

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Character Creation
Characters can be described using they all work the same way. Characters
numbers as well as words. This makes will find it easier to complete tasks they
it easier to compare which opponent are skilled in and harder for things they
is stronger or faster. For example, in are not skilled in. Skills are represented
an arm-wrestling contest, you can as bonuses added to dice rolls making
compare the strength of a PC vs. an them more likely to succeed.
NPC. Characters have numbers to
describe their physical attributes and Over time, the skills and stats that a
their mental attributes, a bit like having player character has will improve as
an IQ score. These are all on a scale of they learn, train, and accomplish their
2 to 12 and are found by rolling two six- goals. (See the section Learning from
sided dice (2d6) and adding the result Experience for how.)
together. There are five attributes,
called Stats, three physical and two The process for creating a character is:
mental.
1. Generate the character’s stats
High stats, those with a 9 or more,
2. Choose the character’s skills
represent much better than the average
person. They can lift more, run faster, 3. Choose the character’s cultural
jump further and think more quickly background
than most people.
4. Choose the characters Race/Species
Stats that are well below average, 5 or 5. Choose the characters Appearance
below, represent weaker, slower, and
less able individuals. The very young, 6. Create the characters Friends, Family,
the elderly, and the sick may have very and Affiliations
low stats compared to the players’ 7. Describe the characters starting
characters. Drives and Motivations

There is a comparative example for each


stat, such as how each point relates to
lifting weights, endurance with holding
one’s breath, etc.

In addition to their Stats, characters


have a set of skills. For example, some
may be adept at picking locks while
others will be better at surviving in
the wilds. You choose which skills you
want the character to have from a list
of available skills. The skills will vary
from game setting to game setting, but

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Character Logic (Log)
Logic is the closest to our IQ score. If
you need to solve puzzles or understand

Stats complex challenges, you will add your


Logic stat bonus to the dice roll. Each
point of Logic equates to something like
Characters have five stats. They are: 15 points of IQ. An average character
has a 7 Logic and so a 105 IQ. Logic is
Strength (Str)
frequently used for the following skills:
This represents the physical strength
Artistic, Communications, Influence,
that a character possesses. You could
General Knowledge, Outdoor, Science/
think of it as a person could bench press
Analytic, Magic, Medical, Subterfuge,
about 5kg for every point of strength
and Technical/Trade.
they have. Whenever a character
attempts a strength-based action that
may succeed or fail, such as ripping a Empathy (Emp)
door off its hinges, their Strength stat Empathy covers one’s emotional
bonus is added to the dice roll. Strength intelligence rather than the cold
is frequently used for the following reasoning represented by the Logic
skills: Athletic, Combat, Crafts [like stat. If you were trying to train an
blacksmithing], Weapon (Melee), and animal or calm a person on the edge
Weapon (Firearms). of panic, then Empathy would be the
stat being applied. Empathy also covers
Endurance (End)
attempting to influence people with
Endurance represents the character’s
emotional arguments or inspire crowds.
stamina and, to some extent, their self-
Empathy is the hardest to describe, but
control. If you need to hold your breath
tricksters and entertainers all value a
underwater, you will make dice rolls
very high Empathy Stat. Empathy is
and add your Endurance stat bonus to
frequently used for Artistic, Animal,
the roll. For each point of Endurance, a
Awareness, Communication, Influence,
character could hold their breath for 6
seconds before it becomes problematic. Outdoor, Magic, and Urban skills.
Endurance is frequently used for the
following skills: Athletic and Outdoors
Agility (Agl)
Rolling Stats
Typically, the heroes of a story are above
Agility includes speed, flexibility, average or outstanding individuals. To
nimbleness and governs actions reflect this, many role-playing games
requiring fine control. For example, have a method of stacking the odds
diving for cover comes under Agility, as in the character’s favor when creating
does sleight of hand and picking locks. their characters.
Agility also relates to speed. Each point
of speed equates to a sprinting rate of We have five options for generating
1m per second. On this scale, Usain Bolt stats:
would have an Agility of 11 or 12. Agility
• Strict: You roll five sets of 2d6, which
is frequently used for the following
are the PC’s stats. The player may
skills: Artistic, Athletic, Combat, Craft,
choose which dice roll is assigned to
Outdoor, Subterfuge, and Weapons that
each stat.
don’t require brute strength.
• Skewed: Roll 3d6 and discard the

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lowest die. The player can still assign Stat Description Bonus
the stats in the order they want them. Very weak, feeble, or
1-2 -2
• Slanted: You roll two pairs of 2d6 for infirm
each stat and keep the highest result 3-5 Weak, below average -1
of each pair. You can then still assign Average, for a normal
6-8 +0
the results to whichever stat you want. human
• Standard Array. You assign the Above Average,
9-11 +1
following numbers to your stats 11, 9, superior
8, 7, 5 in any order you want. 12 Exceptional ability +2
Beyond normal human
13+ +2
If you do not want to roll stats, the max.
players should be given 40 points
What is Normal?
to assign to their stats with no stat
There is no modification for stats in the
lower than 2 or over 12. This provides
‘normal’ range of 6 to 8.
the player with the flexibility to have
precisely the strengths and weaknesses
While playing the game, the character’s
that they envision for their character.
stats will go up and down. A character
with a stat reduced to zero may blackout
IMPORTANT: Based on the tone and
or fall unconscious. A character that has
setting of the game, the Game Master
all their stats reduced to zero is dead. In
should choose which method the players
addition, stats may end up negative; this
use for rolling.
usually results from a severe wound and
reflects the seriousness of the injury.

Stat Bonuses Stats can be increased above their starting


values as the characters live and learn
Below Average Stats: about the world they are in.
Stats 5 or lower are considered low and
make some skill rolls harder. Therefore, For example, let’s roll up a character.
when that stat is used with a skill, apply Lauren uses the first method with the
a -1 to the roll. following rolls
9, 2, 3, 11, and 5.
Above Average Stats:
Stats 9 or higher are considered high Using the skewed method, she gets rolls
and make some skill rolls easier. When 3d6 and keeps 9, 10, 10, 8, and 9.
that stat is used with a skill, apply a +1
bonus. Using the slanted method, she gets:
(12 or 6), (6 or 7), (7 or 10), (10 or 4),
(10 or 3) the result 12, 7, 10, 10, 10
Exceptionally High and Low Stats:
Stats of 1 or 2 will give a -2 on related In this case, we are using the slanted
skill rolls. Stats of 12 or greater will give method, so Lauren’s stats are 12, 7,
a +2 to related skill rolls. 10, 10, 10, and as the player imagines
Lauren as a thief or a rogue, she assigns
her stats like this and records the stat
bonuses: Strength 10 (+1), Endurance 7
(+0), Agility 12 (+2), Logic 10 (+1), and
Empathy 10 (+1).

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Character adds their stat and skill bonuses. The
Game Master may then add or subtract
any situational modifiers. If the result

Skills is 8 or greater, the task was successful.

How Skills are Used


The character’s skills really define the
Each skill is very broadly interpreted.
role they play and what they are good
The Awareness skill, for example, can be
at in the story that is the roleplaying
used to search a room, guess if someone
game. In 3Deep, there are 20 skills to
is lying, or get an uncomfortable feeling
pick from. The player can choose seven
that you are being watched. Each skill
of those at the start of the game. A
can only be used once in any given
character may end up with more than
round. Time in many role-playing
seven skills as additional skills can be
games is measured in rounds. Each one
gained from their background (see
is a few seconds long to make it easier
below).
to manage combat situations.
Some skills appear to be more valuable
For example, Lauren wants to search a
than others. Nearly every game has
room for clues about who the occupant
some combat element, so the combat
was. She is looking for documents,
and weapon skills will be premium.
letters, or anything with names and
People get hurt, so the medical skill
addresses on it. Outside, the police
is popular; likewise, all magic-using
are pulled up in the street, blue
characters need to have the magical
lights flashing, and the officers are
skill and develop that to the highest
approaching the front door. Lauren
level they can.
doesn’t have much time!
It is a personal choice by the Games
Because Lauren is under some time
Master as to how much emphasis is
pressure and there is a chance of failure,
placed upon the different skills. For
the Game Master decides that Lauren’s
example, some GMs are happy to
player needs to roll an Awareness check
use General Knowledge for ‘does my
with the Logic stat. Lauren has a +1 in
character know X’ skill rolls, whereas
Awareness skill and +1 from her Logic
others emphasize the other knowledge
stat. The Game Master gives a -1 for
skills, Artistic, Animal, Crafts, Outdoor,
searching in the dark and -2 for rushing
Scientific/Analytic, Medical, and
in the search. The GM could have
Technical/Trade.
given out a bonus or even offered an
automatic success if she had plenty of
For a more realistic and granular game,
time.
greater use of the difficulty factors can
make a big difference.
The total roll will be 2d6 +1 (Logic) +1
skill and -3 for difficulty. Lauren rolls
How Skills Work 9 -1 (+1 +1 -3), and an 8 or higher
The player says to the Game Master is a success! If there is anything to be
that they want to perform an action found, Lauren found it before the police
that has a chance of success or failure. arrived.
The Game Master then decides which
stat should be used and which skill Another example, a Viking has a +3
applies. The player then rolls 2d6 and combat skill. The combat skill can be

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used to increase your initiative (rolling knowledge of first aid and common
to see who goes first in a fight), to sense.
improve your aim, or if you are using
a shield to give you more protection. There is intentionally a lot of cross-
It can also be used to help you dodge. over between skills. For example, the
With a +3 skill, it can be split up in Animal skill and Outdoor skills cover the
any combination, such as adding +1 to care of animals, but someone trained in
three rolls, +2 and +1 to two rolls, or outdoor skills will only have a passing
putting all of the +3 into a single roll or working knowledge of the care for
each round. animals familiar to them. On the other
hand, someone with the Animal skill can
handle more detailed questions. Using
Proficiency
Outdoors for thorough animal care
The seven skills you are proficient in at
should be at least one difficulty factor
the start of the game, plus the three
harder than using the specific skill.
skills you gain from your culture, all
start as a +1. Conversely, the skills you
are not proficient in start at -1. Making Progress
Not all skill challenges are all or nothing
Difficulty Factors
actions. If you are leaping a chasm,
Difficulty factors such as extremes of
then yes, you make it, or you don’t.
heat and cold, environment, visibility,
Some things can take time, and you will
stress, and position [hanging upside
eventually succeed at any skill level.
down from a wire or sneaking up from
A skilled worker would get it all done
behind] can add or subtract anything
faster, but ultimately anyone could do
from +2 to -7 to a roll.
it. An example of this would be climbing
out of a chasm. The GM still assigns a
A skill roll clearly within the scope of one
difficulty factor and skill, but the success
skill should be more difficult if you are
roll represents progress towards task
using a different and less appropriate
completion. The Game Master may say
skill.
that the climb requires a total roll of 60
or more to complete. In the first round,
The symptoms of measles are pretty
Lauren rolls an 11+1 for agility +1 for
common knowledge. But, it can also be
skill but -5 for the cramped space and
mistaken for other skin issues or a more
difficulty of the climb. The total is 8. She
severe condition. Diagnosing measles
is now just over a tenth of the way up
using the Medical skill under optimal
the side of the chasm. It will take a few
conditions, such as good lighting and
more successful rolls to get out of the
plenty of time to make the diagnosis
chasm. If the climbing roll was a failure
and a coherent patient that can answer
(a total of less than 8), no progress was
questions, is a standard medical roll
made.
with no penalty. Using a skill like General
Knowledge in the same situation should
If success is automatic given time, why
be a -2 difficulty. In less than optimal
roll? Because the amount of time taken
conditions, the difficulty for a general
may have an impact on current events.
skill can escalate quickly up to the
Maybe you’re doing damage control in
maximum of -7. Preventing someone
the middle of a space battle, or climbing
from bleeding to death on a battlefield
out of that chasm is allowing your
may be a -2 for a medic but definitely
suspect to escape.
a -7 for someone trying to use basic

13
If there are no consequences of failure, hiding and another seeking both rolls
you do not need to roll. may be adjusted by outside factors such
as lighting, weather, and available cover.
Failing a Skill Roll
These will accumulate, so trying to hide
A skill roll fails when the total of the dice
in the dark (+2) during a pouring rain
and all the modifiers comes to less than 8.
(+2) and in dense undergrowth (+2)
Mostly this means that whatever you were
will give those hiding a +6 bonus and a
trying to do didn’t work. For example, if
-6 to those seeking.
you were trying to leap a chasm, you could
fall into it. If you were trying to climb out,
Under normal circumstances, no factor
then no progress was made. If you were
should provide any more than a +/-2,
shooting at a target, then you missed.
and all the factors taken totaled should
not exceed +/-7.
Sometimes the total roll is negative. In this
situation, the result leaves the character The Ones and Sixes Rule
in a worse situation. For example, if you When a player makes a skill roll, the
shoot a gun and roll a negative result, number of ones and sixes they roll can
the weapon will likely jam. Swords get have an effect.
wedged in a piece of furniture, muscles get Each one rolled has a negative effect.
torn, concentration gives you a splitting But, conversely, each six gives a positive
headache, and so on. If the assigned task effect. For example, A character is trying
is very mentally or physically demanding, to interrogate a suspect using their
then the most appropriate stat could be Influence Skill. They have +1 for their
temporarily reduced by one. skill and +1 for their Empathy as they
play ‘good cop’. If the player rolled a 1
For example, poor Lauren has been and a 5 for a total of 6 +2 for skill and stat
hanging off the side of a chasm wall is a success. Because they rolled a 1, the
for a while now. Her agility could be subject of the interrogation may either
reduced by one on a poor roll as her resist for longer or not give up all their
muscles start to spasm from hanging information.
on for so long.
Sometimes the roll will be a 7 with a one,
Opposing Skills
and a six rolled together. It is the Game
Sometimes opposing skills are involved
Master’s choice whether they cancel out
in a skill roll. For example, one person
or have different effects on the aspects
is trying to hide using their Outdoor
of the skill roll. Using the above example,
skill in some undergrowth while another
the subject may resist for longer because
character is trying to spot them. If the
of the one but when they break, give
hiding character successfully rolls their
more information than the interrogator
Outdoor skill, they may apply their
asked for because of the six.
stat bonus as a penalty to the seeking
character’s Awareness roll.
Other examples could be:
When faced with opposing skills, such • Tasks take more or less time.
as several people sneaking past a dozen
• Leaving evidence behind, such as
guards, you should roll the awareness
marks or scratches on a surface or
skill for the best guard vs. the weakest
making evidence particularly hard to
skill used for hiding.
discern.
Outside factors
The situation above of one character • First aid is more or less effective.

14
Cultural Nomadic
Nomads move from place to place, often
following herds of animals. As a result,

Background many Nomadic people live in very harsh


environments.
Skills: +1 Crafts, +1 Outdoor, +1 Animal
Where a character comes from has an
impact on what they know. These are
learned during childhood and include
exposure to outside influences and the Sylvan
environment.The six basic cultures are: Sylvan people live in forests, woods, and
jungles. Elves are a classic example,
Urban but it also applies equally to tribes that
This background represents towns and live in the Amazon.
cities. Here, people get exposure to the Skills: +1 Outdoor, +1 General
latest learning, discoveries, and social Knowledge, +1 Subterfuge
investments. In addition, you can meet
a far greater variety of people as cities A character gets to choose seven skills
draw in people from far away looking from the 20 broad skills to be proficient
for work or to trade. in. In addition to this, the character
Skills: +1 Technical/trade, +1 Urban, also gets 3 skills from their cultural
+1 General Knowledge background. This means that some
characters may have as many as ten
Barren skills at +1 while others may end up
Barren represents icy tundra, with three skills at +2 and four at +1.
wastelands, and deserts. Here people
are more likely to be hunter-gatherers Lauren’s player decides that Lauren is
than farmers. Those who manage to from an Urban background. So, Lauren
grow something tend to be subsistence gains a +1 in Technical/Trade, General
farmers. As a result, barren cultures are Knowledge, and Urban. The player then
very self-sufficient. chooses the additional 7 skill picks and
Skills: +1 Combat, +1 Technical/trade, chooses Awareness, General Knowledge,
+1 Outdoor Subterfuge, Combat, Weapon (melee),
Influence, and Urban.
Coastal
Coastal cultures are often fishing Lauren now has +2 in General
settlements or larger ports. People that Knowledge and Urban, +1 in Awareness,
make their living from the sea; fishing, Subterfuge, Combat, Influence, and
whaling, or via trade. Weapons (melee). Lauren has a -1 in all
Skills: +1 Driving/Piloting & Navigation, other skills.
+1 Awareness, +1 Technical/trade

Mountainous
People living in mountain valleys and
passes, mining communities, or wholly
underground.
Skills: +1 Medical, +1 Athletic, +1
Outdoor

15
List of Skills be used in combat to dodge with any sixes
rolled, adding to the difficulty of attacks
rolls to hit. Any ones rolled would make
The skills should be considered very the character easier to hit, so this would
broad, with the stat mod being used be a gamble! A successful athletic skill roll
on the roll as is appropriate. Some would always give a -1 to the attackers
activities can fall into two or more skills to-hit roll regardless of the ones and sixes
such as stalking, an Outdoor skill, and rule.
a Subterfuge skill, both based upon
Agility. For example, sleight of hand Awareness
may be a Subterfuge skill based on This covers general observation rolls, lip-
agility, but disarming a trap could be a reading, tracking, or trying to identify if
Subterfuge skill based on logic. someone is lying to you. Awareness rolls
that are purely observational such as
Artistic spotting a person or hearing a noise are
This skill covers acting, dancing, playing tested using logic those about feelings
musical instruments, and singing, but should be made with Empathy.
not painting and sculpture which are
considered crafts. The act of playing an
intricate piece may be tested against Combat
Agility while singing to lull a child to Combat skills include using a shield,
sleep would be tested against Empathy. dodging, or attempting to react
Recalling a tune may be tested against before your opponent. Combat is also
Logic. used as a weapon skill for unarmed
combat, including brawling, wrestling,
Animal and martial arts. Strength and Agility
This skill includes controlling, training, are often used with the Combat skill
and riding animals. The less familiar the depending on the attempted action.
character is with an animal, the greater
the difficulty factor. For example, if you
ever see a camel the first time you try Communications
and get on one that is untrained and This skill covers trying to read languages
ride it, then you are looking at a -7 to (Empathy or Logic), signaling (Agility),
your skill roll. On the other hand, a well- and deciphering codes (Logic).
trained riding horse to someone who
grew up around horses may be a +2 Crafts
to the roll. Animal skill rolls are often Crafting covers any skill or craft that
tested against Empathy. involves highly skilled fine detail such as
painting, carving, smithing, or applying
Athletic a body of knowledge intuitively, such as
The skill covers all physical activities matching ingredients when cooking. It
from acrobatics and tumbling to climbing can also be applied to building traps and
and contortions to swimming, diving, snares and securing knots. Different
and rowing. Acrobatic moves should be stats may be used at various stages of a
tested against crafting task depending on the medium
Agility, holding your breath, or balance for being used. For example, a blacksmith
long periods are tested against Endurance. may rely on strength initially, but as the
Strength is often used for tests of moving nature of the work becomes subtler, then
or lifting weights. Athletic maneuvers may agility may become more appropriate.

16
Crew Member Science/Analytic
This skill covers all the tasks that a This includes accounting, alchemy,
tight-knit crew member would possess. higher mathematics, chemistry,
For example, if the character is a logistics, and engineering. Researching
member of a ship’s crew, they could with this skill is often tested against
climb and rig the sails, operate the Logic, while architecture would involve
helm, fire and aim cannon, and scrape Empathy for making designs.
barnacles from the hull. A crew member
Magic
of the Millennium Falcon could enter a
This skill allows the character to wield
hyperspace course, jump into a turret,
more Mana (see below) and control their
shoot down Tie fighters, and operate all
magic more easily. Magic encompasses
the ship’s systems. A tank crew member
fantasy magic, psionics, oriental Chi,
could load and aim the main gun, help
and the Force. The nature of the magic
replace a thrown track, and carry out
cast will decide whether to use Logic or
day-to-day maintenance. Crew Member
Empathy.
is a combat skill used for heavy/crew-
served weapons. Medical
Medical skills include first aid, long-
Influence
term care for the sick, to surgery.
This skill covers public speaking,
The difficulty factor should reflect
seduction, trading, and gambling.
the character’s knowledge and the
Depending on the type of argument or
operation’s complexity. For example,
persuasion, it can be either Empathy or
the first time you encounter a new
Logic-based.
species, the difficulty should be 2 or 3
General Knowledge steps more difficult than treating your
General knowledge of the world within own species. Diagnosis is a Scientific/
which the character lives. It covers Analytic skill roll. Delicate operations
everything from geography to current would use Logic and Agility as part of a
affairs to knowing local myths and legends. skill challenge.
The GM should use difficulty factors (+2 to
Subterfuge
-7) to reflect how specialized a question
Subterfuge includes cracking locks and
is. The ones and sixes rule may yield an
picking pockets, sleight of hand tricks,
additional piece of information or mean
moving silently, or sneaking around.
that some information is missing or not
It also can be used for disarming
totally accurate. A successful skill check
traps and defusing bombs. Stealthy
would represent a pass in an exam, but
maneuvers are generally tested against
the ones and sixes could determine the
Agility, whereas precision work such
grade. Logic is usually used with this skill.
as disarming and lock picking is tested
Outdoor against Logic.
Practical uses of the Outdoor skill
Technical/Trade
include hiding in the brush noiselessly
This includes knowledge-based
(Endurance), stalking prey (Agility),
vocational skills such as navigation
foraging for food (Logic), herding
and sailing and more hands-on skills
animals (Empathy), basic animal care,
such as electrician and plumber. Where
fire making, and identifying animal
Science/Analytics may be used to figure
tracks. More intellectual uses include
out how to make something Technical/
weather watching/prediction and
Trade is used to do it. This skill most
tracking.
often uses Logic.

17
Urban
Urban skills include haggling, trading,
gambling, and knowledge of specific
Skill
areas of cities and towns known to the
character as to which areas are no-go
at night and which are safe. Urban most
Specialisms
The GM may use skill specialisms for a
often uses the Empathy stat. more detailed feel to characters. A skill is
broad and has many uses. A specialism
Weapon (melee)
is very specific. For each +1 in a skill,
Weapon skills are learned by broad
a character may choose one specialism.
categories. Once learned, a character
Specialisms are written after the skill
can quickly adapt their technique to new
name and separated by a colon. For
weapons. For example, melee weapons
example, Technical/Trades:Navigator or
include anything used in direct hand-
Firearms:Sniper.
to-hand combat, from daggers to axes,
All tasks that fall under the specialism
swords to bullwhips. Light, fast weapons
are one level of difficulty easier if the
such as rapiers and flick knives may use
character has the matching specialism.
Agility, whereas heavy weapons rely on
All specialisms must be approved by the
Strength.
Game Master.
Weapon (bow)
This group covers bows, crossbows,
slings, and blowpipes. This is most often
used with Agility.
Weapon (firearm)
From muskets to magnums to assault
rifles, this skill covers all firearms that
fire solid projectiles. This is most often
used with Agility, although a heavy
machine gun may rely on Strength to
maintain its aim.
Weapon (energy)
This is for science fiction weapons,
including lasers, blasters, phasors,
and repulsors. The only exceptions are
energy weapons that emulate other
weapon forms, such as the lightsaber,
which uses the melee skill. This is most
often used with Agility.

18
Character Ancestry
Traditional fantasy games have Romulans
particular non-human ancestries in Romulans, as featured in StarTrek™, are
common; elves, dwarves, halflings, etc. considered very hardy but unemotional.
And, Science Fiction settings can have So you would apply +2 to Endurance
an even greater variety. and -2 to Empathy to emulate that.
Vulcans
The way ancestries are treated in 3Deep
Vulcans have highly valued logic and
is by adjusting the character stats. For
suppression of emotions. Therefore, a
every increase, there is also a matching
Vulcan character would get +2 Logic, -2
decrease. Each race has two +1s or a
Empathy.
single +2 and two -1s or a single -2.
These are applied directly to the stats Mixed Ancestries
themselves. No stat can be less than 1, Sometimes a character’s parentage
and no stat can go above 14. If a racial spans two ancestries, such as a half-
modifier would reduce a stat below 1, human half-elf. In this case, the
you must swap two stats values to stop character only takes one +1 and one
it from dropping to zero. -1 from each race. So, for example, a
half-Elf/half-Vulcan would choose -1 to
Below is a selection of ancestries, but strength, +1 Agility from one parent,
the GM can create bloodlines to suit and +1 Logic, -1 Empathy from the
their world. second parent.
Humans
Lauren’s player wants her to be an
Humans are considered the default race.
Elf, so her Strength is reduced by 2,
Therefore, they get no plus or minus to
and her Agility is increased by 2 to
their stats.
make Lauren’s final stats: Strength 8,
Elves Endurance 7, Agility 14 (+2), Logic 10
Elves are thought of as slightly built (+1), Empathy 10 (+1).
but nimble. Therefore, elven characters
Non-Humanoid Ancestries
must apply a -2 to strength and a +2 to
Any Game Master may define their own
Agility.
non-humanoid ancestries. To balance
Dwarves these, entire dice can be moved from
Dwarves are solid and rugged people one stat to another. No race may have
but are also considered slow to trust and more than 3d6 in a stat or less than
stubborn. Dwarves get +1 Strength, +1 1d6. In addition, you may also apply
Endurance, and -2 Empathy. stat adjustments of up to 2 x +1 or a
single +2 balanced with either 2 -1s or
Halflings
a single -2. Under this rule, the highest
Halflings are known for their hardiness
possible stat becomes 3d6+2, and the
and
lowest is 1d6-2.
nimbleness, so they gain +1 Agility and
The core rule of no character can
+1 Endurance. Due to their small size,
have a stat below 1 still holds true.
they get a -1 to strength and a -1 to
Empathy, as they can be considered
self-serving.

19
For example, I want to have a snake- Agility. A player choosing to play an
like race known as ‘The Asp’ that is Asp character rolls 1d6 for Empathy,
extremely fast and dexterous. To create 2d6 for Strength, Endurance, and Logic,
this, I move one dice from Empathy to and 3d6 for Agility.

20
Bringing a Character
to Life example, a villain’s threat against the
character’s family has more meaning if
Appearance
they have a family. It also allows the
Some games make you roll for a physical
Game Master to entwine the character’s
beauty stat. That is not necessary
pasts into future adventures.
for 3Deep. You can choose your own
appearance, height, weight, build, and
Lauren’s player decides that Lauren
so on. Some of these may be influenced
comes from a rather large extended
by the story setting. For example, elves
family of well-to-do elves and is
are smaller and lighter than humans in
generally a disappointment to both her
some lands. In J.R.R.Tolkien’s world,
parents. She is also an active member
they were significantly taller and solidly
of the thieves guild and takes on paid
built. Elves in the world of Harry Potter
work whenever offered.
were tiny by comparison. There is no
advantage to being very attractive or Motivations and Drivers
ugly in the game system. Every character has a reason for
adventuring. Common motivations are
For example, Lauren’s player describes revenge, clearing one’s name after
her as being slightly on the small side, being convicted of a crime they did not
for an elf, with long nimble fingers. Her commit, wealth, and so on. The better
hair is short, tousled, and sandy in color. developed the character’s motivations,
Her eyes are large and liquid green. She the more the Game Master can work
has a small upturned pointed nose that with when creating adventures.
gives her a mischievous look. The character’s motivators should be
listed on their character sheet.
Friends, Family, and Affiliations
No character is truly without some sort
Lauren’s player decides that Lauren holds
of family. Even if they are an orphan,
a grudge against her family’s attitude
someone taught them their skills,
towards her and her accomplishments
shaped their world view and supported
and now breaks the law just to spite
them up until they stepped out into the
them. She also has ambitions to rise up
world. Each character should list one
the chain of command within the guild.
to three affiliations on their character
sheet. These could be an order of Equipping Your Character
knights, magical tutors, or friends At the start of the game, your character
and family. These should be agreed has the clothes they stand up in, plus
with the Game Master before play. typical personal effects. Depending on
The players should not create a global the style of the game you are playing,
organization like the Mafia without the this may or may not include weapons
Game Master’s consent. These give the and armor.
player something to help shape their In addition, players should choose one
character’s reactions in game terms. For object on which the character places

21
great sentimental value. It could be helps her blend in. He also asks the
a lucky charm or a gift from someone GM for a dagger and a set of lock picks
important to the character. that the GM allows. Lauren’s personal
item is a locket given to her by her
Lauren’s player describes wearing an grandmother. These should be noted on
ordinary tunic and leggings of human the character sheet and where they are
make despite her background, which carried.

22
Equipment
In most roleplaying games, characters
come with a character sheet with an
equipment list or inventory. In fantasy
Money
As 3Deep is a generic system and can
settings, the adventurers’ backpack is be played in any setting. No monetary
the defacto carry-all. system can cover all eventualities. For
the following lists of goods, an arbitrary
You can, of course, add an equipment system of Bits is used. These could be
list to your character’s character sheet if silver or copper coins or anything else
you want to play a traditional campaign that a culture uses. It is helpful to think
where the characters progress from one of 2 Bits for a character would
adventure to another, all building to a be on a par with a US Dollar or a Euro
grand showdown at the end. TV and or British Pound. This is not intended to
Movie franchises do not work that way. be an exact exchange rate but rather
a benchmark for how much to tip a
If you think of your favorite teenage barkeep or bribe a guard or information.
vampire slayer, she doesn’t walk around As GM, you can introduce other coins,
town with a backpack of crossbows, so the characters do not have to carry
axes, and stakes. Instead, when she around thousands of bits. For example,
needs an arsenal, she reaches into her you may decide that a Gold Sovereign is
closet and pulls out a hold-all stuffed worth 100 silver bits. In another world,
with weapons. She has the showdown, 30 pieces of silver may be a small
and the weapons go away until needed fortune, and a Bit is an almost paper-
next time. Jedi are rarely burdened thin copper coin.
with copious amounts of hardware;
fighter pilots aboard a Battlestar Prices are presented here for a selection
usually wear flight suits but scavenge of low-tech and futuristic items. For
survival equipment from their downed contemporary items, you can use actual
ships when shot down. An away team prices and coinage.
on the frontiers of space is issued with
equipment suitable for each mission.

Whichever way you, as the GM, want to


play the game is up to you.

Below is a list of common equipment


that impacts the game in terms of how
it interacts with skills.

For example, laser sight for a sniper’s


rifle will give a +1 to the attack roll
when used at anything over point-blank
range.

23
Fantasy Equipment

Clothes Price Weight Notes


Cloak 70 bits 1.1 Kg
Coat 130 bits 3.2 Kg
Boots 120 bits 1.6 Kg
Dress, Plain 30 bits 1.4 Kg
Gloves 20 bits .2 Kg
Hat 50 bits .5 Kg
Hood 10 bits .2 Kg
Padded Undercoat 50 bits 1.4 Kg Light Flexible Armor
Shirt 20 bits .5 Kg
Surcoat 80 bits .7 Kg
Trousers 20 bits .7 Kg
Weapon belt 60 bits .5 Kg

Camping Gear Price Weight Notes


Bedroll, light 70 bits 2.3 Kg
Bedroll, heavy 60 bits 4.5 Kg
Framepack 30 bits 1.6 Kg
Firestarter bow 5 bits 1.4 Kg Make with Outdoor Skill
for free
Flint & Steel 10 bits .2 Kg
Hammock 10 bits .5 Kg
Pot, cooking 80 bits .2 Kg
Rope 50 bits 1.4 Kg
Rope, superior 150 bits .5 Kg
Tarp 10 bits .7 Kg
Tent 250 bits .7 Kg
Tinderbox 1 bit .5 Kg
Waterskin 1 bit

Containers Price Weight Notes


Backpack 20 bits 1.1 Kg
Bucket 50 bits 1.1 Kg
Case 300 bits .5 Kg
Cask 200 bits 2.3 Kg
Sack 1 bit 1.1 Kg 25 kg max
Vial 20 bits .1 Kg
Lighting Price Weight Notes
Lighting Price Weight Notes
Candle 5 bits .1 Kg
Lantern 140 bits .7 Kg
Oil flask 40 bits .5 Kg
Torch 1 bit .5 Kg
Military Price Weight Notes

24
Military Price Weight Notes
Arrows 3 bits 1.4 Kg One each
Caltrops 15 bits 1.1 Kg One each
Crossbow bolts 8 bits .5 Kg One each
Quiver 10 bits 2.3 Kg
Scabbard belt 300 bits .5 Kg
Scabbard back 370 bits .7 Kg
Riding & Climbing Price Weight Notes
Travel Gear Price Weight Notes
Harness 90 bits 1.8 Kg
Oar or paddle 5 bits 2.0 Kg
Pole 5 bits 3.4 Kg
Saddle 600 bits 5.0 Kg
Saddle bag 90 bits 2.3 Kg
Climbing pick 300 bits .1 Kg
Pegs (10) 1 bit .9 Kg
Pitons 2 bits 1.1 Kg One each

Special Price Weight Notes


Lockpicks 200 bits .2 Kg
Mirror 400 bits .2 Kg
Padlock 300 bits .5 Kg
Sundial 500 bits .5 Kg
Whistle 250 bits .2 Kg

Tools Price Weight Notes


Chain 70 bits 4.1 Kg
Grappling hook 120 bits .5 Kg
Hammer & Chisel 130 bits 1.0 Kg .5 Kg each
Ladder 30 bits 6.8 Kg
Nails (20) 1 bit .2 Kg
Plank 1 bit 5.2 Kg
Rope, hemp 50 bits 2.5 Kg 15 meters
Rope, silk 150 bits 1.5 Kg 15 meters
Saw 200 bits 1.1 Kg
Spade 200 bits 1.6 Kg
Wedge 1 bit .5 Kg
Wire 100 bits 1.4 Kg 10 gauge

Writing Price Weight Notes


Brush, fine 5 bits .1 Kg
Chalk 3 bits .1 Kg One each
Charcoal, fine 250 bits .5 Kg
Ink 20 bits .1 Kg
Paper, sheet 16 bits .1 Kg One each
Parchment 28 bits .1 Kg One each
Quill pen 1 bit .1 Kg

25
Fantasy Weapons

Weapon Price Damage Type Notes


Bastard sword 200 bits 3d6/2d6 Slash Does 3d6 when used
2-handed, 2d6 when used
1-handed.
Takes a round to
change the grip.
Battle axe 130 bits 3d6 Slash
Blackjack 2 bits 1d6 Concussion
Blowpipe 120 bits 1d6 Pierce It may be used with
poisons. Use Outdoor
skill to make darts.
Boar spear 25 bits 2d6 Pierce
Broadsword 100 bits 2d6 Slash
Cat-o’-nine tails 10 bits 1d6 Slash
Claymore 200 bits 3d6 Slash
Club 1 bit 2d6 Concussion If spiked, the secondary
damage type is pierce.
Composite bow 170 bits 2d6 Pierce Use 1d6 if the arrowhead
is not a broadhead or war
design.
Crossbow, heavy 250 bits 3d6 Pierce
Crossbow, light 110 bits 2d6 Pierce
Cudgel 5 bits 1d6 Concussion
Cutlass 90 bits 2d6 Slash
Dagger 30 bits 1d6 Pierce Or use slash damage at
the player’s choice.
Dart 10 bits 1d6 Pierce These are thrown
weapons and not used
with a blowpipe.
Dirk 40 bits 1d6 Pierce
Falchion 150 bits 2d6 Slash
Flail 190 bits 2d6 Concussion
Foil 210 bits 1d6 Pierce
Gauntlet 200 bits 1d6 Concussion
Halberd 140 bits 3d6 Pierce
Handaxe 50 bits 2d6 Slash
Harpoon 25 bits 3d6 Pierce
Javelin 30 bits 2d6 Pierce
Jo 3 bits 1d6 Concussion
Katana 230 bits 2d6 Slash
Lance 50 bits 3d6 Pierce This is from horseback;
otherwise, the damage
is 2d6. The attacker
may choose to use a
secondary damage
type of Concussion
if trying to dismount
their opponent
Long bow 100 bits 2d6 Pierce

26
Longsword 180 bits 2d6 Slash
Mace 60 bits 2d6 Concussion Counts as a target
shield when not used
to attack.
Main gauche 120 bits 1d6 Pierce
Morningstar 160 bits 2d6 Piece Secondary damage
type is concussion.
No-dachi 250 bits 3d6 Slash
Nunchaku 4 bits 2d6 Concussion
Pick 40 bits 1d6 Pierce The military version
does 2d6 damage.
Pilum 100 bits 2d6 Pierce
Quarterstaff 5 bits 2d6 Concussion
Rapier 220 bits 1d6 Pierce
Sabre 90 bits 2d6 Slash Or use pierce damage
at the player’s choice.
Sai 130 bits 1d6 Pierce Counts as a target
shield when not used
to attack.
Scimitar 100 bits 2d6 Slash
Short bow 60 bits 2d6 Pierce
Short sword 70 bits 1d6 Pierce
Shuriken 40 bits 1d6 Pierce
Sling 9 bits 1d6 Concussion Use Outdoor skill
to find appropriate
stones as ammo.
Spear 23 bits 2d6 Pierce
Tomahawk 4 bits 1d6 Slash
Tonfa 1 bits 1d6 Concussion
Trident 40 bits 2d6 Pierce
Two-hand sword 200 bits 3d6 Slash
War hammer 230 bits 2d6 Concussion
War mattock 150 bits 3d6 Concussion
Whip, barbed 20 bits 1d6 Slash

27
Modern Equipment
The same monetary system is used here for the modern equipment suggestions.
Again, the standard Dollar/Euro/Pound equivalence is suggested, but we are now
talking about hard cash and electronic payments.

It is strongly recommended that you use readily available websites or catalogs for
modern equipment rather than relying on these lists. Just remember the default
exchange rate of 2Bits to the Dollar/Euro/ Pound if you use fictional currency. Oh
course, local laws might make some items harder to find or expensive to acquire.
Camping Gear
Camping Gear Price Weight Notes
Blanket, foil 3 bits .1 Kg
Blanket, small 15 bits 2.0 Kg
Flashlight 5 bits .1 Kg With spare batteries
Hiking staff 10 bits 2.5 Kg 1.5 meters
Insect repellent 5 bits .1 Kg Small can
First aid kit 25 bits 2.0 Kg
Flares, road 50 bits 2.0 Kg 6x 20 min.
Flare gun kit 150 bits .5 Kg 4x flares
Knife, utility 10 bits .1 Kg
Lighter 15 bits .1 Kg windproof
Magnesium fire starter 5 bits .1 Kg
Compass 5 bits .1 Kg
Map, outdoor 20 bits .1 Kg
topographical
Water bottle 5 bits .1 Kg (1.1 if full)

Containers Price Weight Notes


Backpack 250 bits 3.0 Kg
Beltpack 90 bits 1.0 Kg
Rucksack 60 bits 2.0 Kg
Gym bag 20 bits 1.0 Kg
Bag, zip-loc 1 bit .1 Kg Waterproof
Bag, evidence 1 bit .1 Kg Waterproof
Containers Price Weight Notes
Recording Price Weight Notes
Candles 5 bits .1 Kg
Camera, digital 160 bits .3 Kg Basic model
Camera, pro 900 bits 1.0 Kg Accessories
Cell phone 800 bits .5 Kg With spare batteries
Chalk 2 bits .1 Kg Four colors
Marker pen 2 bits .1 Kg Permanent
Tape recorder 20 bits .5 Kg
Waterproof notebook 5 bits .1 Kg Small size
Weight Notes

Other Price Weight Notes

28
Other Price Weight Notes
Magnifying lens 5 bits .1 Kg
marbles 2 bits .1 Kg assorted
Marker tape 5 bits .5 Kg Orange 20m
Matches, box 2 bits .1 Kg waterproof
Nylon cord 10 bits .5 Kg 75m (550#)
Pins, safety 2 bits .1 Kg
Thread, black 1 bit .1 Kg Heavy duty
Trash bags 2 bits .1 Kg 60-liter cap.
Whistle, panic 2 bits .1 Kg

Futuristic Equipment Repulsor Concussion force, low


The very nature of 3Deep as a setting recoil
agnostic rules system means it is Laser A laser pulse vaporizes
impossible to include a detailed set the surface and is
of science fiction specific equipment. concussive. A continuous
Science fiction represents way too many beam laser will ‘dig
different things to too many people. in’ and inflict piercing
The technology of every popular Sci- damage.
Fi program is different from the next. Phaser Concussion (stun), Fire
What they have in common is that you (kill)
don’t see anyone buying their starting Sonic Concussion (stun), Pierce
equipment. The closest I am aware of is (kill)
the scene in the first Terminator movie. Disruptor Slash aka a Ripper
It did not end well for the shopkeeper. Shotgun Concussion (stun bag),
Slash
As long as you keep the exchange rate The weapon description indicates its
of bits to credits, new dollars, or cyber- weight and power rating. That helps to
bucks in mind when characters order determine its damage potential.
drinks, check into hotels or buy gear,
you should be good. As the GM, you will Small 1d6 Medium 2d6 Large 3d6
need to decide if the setting is relatively
expensive or cheap. Hand Carbine Support
Light Assault Heavy
Modern and Sci-Fi Weapons Snub Rifle Mounted
For advanced weapons, it is often the Pistol Military Vehicle
special damage you need to assign to
Personal Bullpup
retain the flavor of the weapon system.
The following are some suggestions: Hold out
Damage Type
Ballistic Normal bullets pierce For example, a Plasma Blaster Pistol
archaic armor; rubber will do 1d6 damage with a point of
bullets are concussion fire damage when a ‘6’ is rolled on the
damage. damage dice. An Assault Disruptor does
Blaster Plasma inflicts Fire 2d6 of damage with one point of slash
damage while Ion is damage done for every 6 rolled. Apply
concussive (stun) versus common sense when needed, an LMG
organics and machines. is a light machine gun, but it really is a
heavy support weapon.

29
Characters that would normally possess special damage rendering the wearer
a weapon should be given a weapon as virtually impervious to small arms fire.
part of their starting equipment. Some
Special Damage
cultures will openly sell weapons, and
The core rules define three types of
in that case, you should assign a price.
special physical damage concussion,
If the weapon is being bought illicitly,
slash and pierce that in turn stun a
no standardized price list will suit every
person for a turn, give minuses to skill
situation.
rolls, or cause added damage each turn.
Sci-Fi Armor In addition, there are other possible
As materials get lighter and stronger, types of special damage Fire is a damage
body armor will most likely overcome type that does additional damage per
the strength and weight considerations turn. Other types of special damage are
that make archaic armors such a possible and should be identified by the
compromise. effect on the victim’s body rather than
the cause of the wound. Whether you
No armor should be allowed to offer are pierced by a lance, a bullet, or a
greater damage absorption than the laser beam, there is still a hole in you,
standard 5pts assigned to heavy armor and blood will leak out. If you are hit by
in the standard rules. But in the same a wrecking ball, a baseball bat, or war
way that a padded under garment can hammer, you will probably have trouble
be worn under plate armor to offer thinking straight for a few seconds
some concussion protection, high-tech immediately after.
armor can be worn in layers to absorb
different types of special damage. Once you identify a new type of damage,
it should be recorded with how the effect
The feared powered armor is probably is applied so that all future instances of
the most powerful personal armor in that kind of damage will always behave
science fiction. That would absorb 5pts the same.
of damage plus 3 points of all types of

30
Character Creation
Example
We will now create Kellan. Kellan is a Note how the player chose General
private investigator living in modern- Knowledge twice to give the character
day New York. an advantage at the cost of having less
skill coverage. Kellan is human, so there
Using the Slanted method, we get these is no penalty or bonus to stats.
rolls (9 or 3), (6 or 10), (9 or 4), (7 or Gender does not impact the stats or
5), (9 or 3), and we assign them to the skills, and the player decides that Kellan
five stats and record any stat penalty or is a male.
bonus:
Strength 9 (+1), Endurance 10 (+1), Next, we need some friends and family
Agility 9 (+1), Logic 7 (+0), and and his motivation. Kellan is in his
Empathy 9 (+1). twenties, ruggedly handsome, and
speaks with a soft Scottish accent.
Kellan is from an Urban background, so He has an elderly aunt still living in
the character gains the following skills: Edinburgh. He used to have a partner in
• Technical/trade +1 his detective agency called Zoë Eltern,
• General Knowledge +1 but they split up recently after a failed
• Urban +1 relationship. They sometimes pass
cases to each other when they have too
Kellan can now assign 7 skills and much or too little work.
chooses:
• Athletic +1 His aunt raised Kellan after his parents
• Awareness +1 were killed by some American gangsters.
He came to New York to one day bring
• Combat +1
them to justice.
• General Knowledge +1
• Influence +1 So, that is it. Kellan is complete. On the
• Subterfuge +1 next page is a simple character sheet
• Weapon (firearms) +1 recording all these details.

The final skill totals are:


• Athletic +1
• Awareness +1
• Combat +1
• General Knowledge +2
• Influence +1
• Urban +1
• Subterfuge +1
• Technical/Trade +1
• Weapon (firearms) +1

31
Name: Kellan
Strength (Str) 9 (+1) current ( )
Endurance (End) 10 (+1) current ( )
Agility (Agl) 9 (+1) current ( )
Logic (Log) 7 (+0) current ( )
Empathy (Emp) 9 (+1) current ( )
Speed (1/2 Agl) 5 current ( )
Mana (Log x Emp x Magic) 0 current ( )

Skills +/- Hit Location & Armor


Artistic ( -1 ) Roll Location Stat Armor
Animal ( -1 ) 3-4 Head Logic ______________
Athletic ( +1 ) 5 Neck Empathy ______________
Awareness ( +1 ) 6 Hand Empathy ______________
Combat ( +1 ) 7-8 Shoulder Strength ______________
Communications ( -1 ) 9 Arm Endurance ______________
Crafts ( -1 ) 10-11 Chest/torso Agility ______________
Influence ( +1 ) 12 Stomach (back) Agility ______________
General Knowledge ( +2 ) 13 Vital organ Endurance ______________
Outdoor ( -1 ) 14-15 Thigh Strength ______________
Science/Analytic ( -1 ) 16-17 Calf/lower leg Endurance ______________
Magic ( -1 ) 18 Foot Agility ______________
Medical ( -1 )
Subterfuge ( +1 )
Technical/Trade ( +1 ) Description:
Urban ( +1 ) Kellan is in his mid-twenties, ruggedly
Weapon (melee) ( -1 ) handsome and speaks with a soft
Weapon (bow) ( -1 ) Scottish accent.
Weapon (firearm) ( +1 )
Weapon (energy) ( -1 ) Gear and Notes:
_________________________________
Family Friends and Affiliation: _________________________________
Elderly aunt still living in Edinburgh. Former _________________________________
partner in detective agency, called Zoë Eltern. _________________________________
__________________________________ _________________________________
__________________________________ _________________________________
__________________________________ _________________________________
__________________________________ _________________________________
__________________________________ _________________________________
_________________________________
Motivations: _________________________________
Kellan was raised by his aunt after his parents _________________________________
were killed by American gangsters. He came _________________________________
to New York to one day bring them to justice _________________________________
__________________________________ _________________________________
__________________________________ _________________________________
__________________________________ _________________________________
__________________________________ _________________________________
__________________________________ 32 _________________________________
Magic
Magic is based around a reserve of of damage, you can use 4 Man per
Mana. A character has an amount of D6. Of course, this makes magic more
Mana calculated as Logic Stat x Empathy unreliable, but you also get the benefit
Stat x Magic Skill. If your magic skill is of rolling damage and rolling a 6 to get
negative or zero, you cannot use magic. a bonus effect such as burning, piercing
from magical arrows, slash from magic
It is intentional that characters for blades, and so on.
whom Logic and Empathy are nearly
in balance will have the most Mana to
Special Effects
wield. So, a character with a 7 Logic
Sometimes, a character may want a
and 7 Empathy and a Magic Skill of +1
magical effect that appears much more
will have 49 Mana to use. On the other
potent in pure Mana than an equal
hand, a character with a 2 Logic and a
costing weaker effect. This includes
12 Empathy and a Magic Skill of +1 will
things like Teleporting 100kg of mass
only have 24 Mana to use.
50m costs the same as Flying 100kg
of mass 50m. In this case, the Game
A spell must be defined by describing
Master will assign a special multiple
all of its effects. Each effect has a cost,
depending on the game world. So,
and the cost of each effect is multiplied
for example, if in the game world
together to find the cost of the spell.
teleporting is a common occurrence,
Each effect has a basic price and unit.
but flying isn’t, then flying should have
a difficulty multiplier applied to it.
1 5 10
Mana Mana Mana No Effect Magic
Damage/
1 5 10
Some spells have no physical effect on
Healing the world around them, such as illusions.
Effecting In this case, the cost is 1 Mana per round
1 5 10
Stats times the Special multiplier. So, a simple
Moving/
10 Kg 50 Kg 100 Kg illusion like a coin in your hand would
Change Mass just cost a single Mana point per round
Range & with a special default multiplier of 1. On
5m 25m 50m
Distance
the other hand, a complex illusion (like
Radius 1m2 3m2 5m2
a complete sensory animated illusion of
Volume .5m3 1.75m3 3m3
a dancing girl in your hand) may cost 7
x.5 to x.5 to
Special*
x7 x7
x.5 to x7 (1 Mana x 7 for Special) per round. If an
illusion takes up significant space, it will
For example, Khell the Mage wants have a radius or a volume, which should
to fire a lightning bolt at an enemy. be paid for.
He wants the spell to do 10 points of
Invisibility
damage and have a range of 25m. The
To make something invisible, you need
cost in Mana will be 10 for the damage
to pay for the entire mass of the object
and 5 for the 25m range. The total cost
or person to be made invisible. The
is then 50 Mana (10x5).
invisibility then takes 1 Mana per round
Alternative Damage & Healing to maintain. It is a type of visual illusion.
As an alternative to 1 Mana for 1 point To make it soundless, odorless, or work

33
in the rain and puddles, increase the Casting Times
Special multiplier to cast and maintain A spellcaster can output Mana equal
the spell. to their Logic + Empathy + Endurance
per round. Therefore, if a spell requires
Cantrips
more Mana than the total of those three
Cantrips are minor magical effects such
stats, then the spell will take more than
as snuffing out a candle, changing the
one round to cast.
color of a flower’s petals, laundering
your clothes. All cantrips cost 1 Mana to Listing Spells
cast and maintain. It is recommended that once a player
has developed a recipe for a spell that
Maintaining Magical Effects
is approved by the Game Master that
(Duration)
they record it on their character sheet
Once a spell has been cast, it can be
for quick reference.
maintained for a single Mana point per
round (see below) as long as it does Magical Attacks
no further damage or has no additional If a character makes a direct attack such
effect. as throwing a lightning bolt, then a 2d6
skill roll is made with the character’s
For example, flying 100kg up to 10m Agility stat to aim the bolt and the
per round costs 20 Mana (10 for 100kg character’s Magic skill. The defender
x 2 for 10m distance). On the other may subtract their Agility, and any
hand, to stay airborne (hover) requires combat skill applied to dodging if they
just 1 Mana per round. are aware of the attack. If the attack
is an area of effect (radius or volume),
Outside of combat without the effect of then a 2d6 skill roll is made, plus the
adrenaline, then magical effects can be Agility stat and Magic skill. If the roll
maintained at 1 Mana per minute. is successful, the effect is centered
precisely where the caster aims. There
Stacking Magical Effects
is no counter stat or skill as the location
Magic is intended to be stacked. Stacking
is the target.
is when one magical effect is applied
on top of another magical effect. This
Magical attacks that attempt to directly
has the effect of making some spells
affect a character, such as Charm or
cheaper to maintain if you take multiple
Sleep spells, require a skill roll using the
rounds to ‘build’ the spell.
casters Empathy stat plus magic skill.
Magical Effects The defender can defend using their
Common effects such as “Charming” Endurance Stat plus their own magic
a person so that they follow your skill, if any. If the defender has a magic
commands are achieved by reducing skill of -1, it counts as a 0 for defending
their Logic to 0 for purposes.
the duration of the spell.
The Nature of Magic
Every game world is different. In
Changing one material into another,
middle earth, magic is nearly always
such as Flesh to Stone or Rock to Mud,
tied to objects such as sting glowing
is achieved by enchanting enough mass
when there is danger near, the one ring
for the amount you want to change. The
granting invisibility, and the Simaril’s
change will last for as long as the magic
clairvoyance power. In the Starwars
is in effect.
universe, the Force is much subtler,
requires just tiny hand movements,

34
and is limited to mental control and and divide this by 24, you will recover
telekinetic effects. The Game Master each hour. If you have more Mana than
should tell the players the nature of your current maximum, you will not
magic, and all spells need to be approved recover any Mana until it drops below
by the GM before they are used. It is your maximum. This can happen if you
strongly recommended that spells, as take
they are developed and added to the a wound that reduces your Empathy
game, are listed by both the Player and or Logic before expending any Mana.
the Game Master, so they do not need Resting or Sleeping is not required to
to be recalculated every time. recover Mana.
Special Effects
For example, a wizard normally has
Imagine four characters each cast a fly
90 Mana due to a Logic of 10 and an
spell to cross a 100m chasm. One blasts
Empathy of 9 with a Magic Skill of +1.
into the air with fire coming from the
In the first round of combat, someone
soles of his boots and lands on the other
clubs him on the back of the head and
side. A second has white feathered
does 5 points of damage to his Logic
wings with a span of 5m or 6m appear
stat. Now his maximum Mana is 5 x 9
on his shoulders and flies across the
x 1 = 45. This wizard will not recover
gap. The third, she calls down a winged
any Mana until his current Mana drops
horse, swings into the saddle, and flies
below 45. At that point, he will recover
across, and the third, she creates a
2 points an hour.
cloud around her feet that wafts her up
and across. Failing a Magic Skill Roll
If a Magic skill roll is failed, then the
How magic looks to the outside world Mana used for the spell is not lost. The
really has two effects. It sets the tone spell casting failed, so the caster still
of the game setting, and it lends itself has the power available. Using the ones
to naming spells. The player can say and sixes rule, each
if they want to cast “Spectral Horse” one rolled may steal one mana point
rather than telling you how much from the caster. This lost point can be
Mana is spent on flying. The special canceled out by any sixes rolled. You
effects do not have an impact on the cannot gain Mana from failing a Magic
game mechanics. If you try and cast a skill roll.
lightning bolt into a puddle to hit more
than one foe at once, the bolt will draw For example, if you fail your skill roll
enough Mana from you to cover the area by rolling 2, a double 1, you will lose 2
of effect, the size of the puddle. Either points of Mana. If you failed by rolling
that or the damage done is spread out 7, a 1, and a 6, the two cancel out, and
amongst those affected. Just because you have no ill effects. If you failed a
water conducts electricity does not difficult skill roll, having rolled an 8, 2,
grant free bonuses for choosing that and a 6, you do not gain a Mana point
special effect. It is only to add flavor to from rolling the 6.
the game world and help visualize what
Drawing Mana from Others
is happening.
You can draw Mana from other willing
Recovering Mana people if you are in physical contact
You recover all your Mana over 24 hours. with them. However, they will need to
If you divide your current maximum project Mana, and you need to receive
Mana (Logic x Empathy x Magic Skill) it. You cannot draw Mana from someone

35
who has no magical skill nor can you to have is described using the standard
draw it from an unwilling person. magic rules. You then need to make a
Magic skill roll to push that amount of
It costs you nothing to receive Mana from Mana into the item to be enchanted.
someone else, but it costs the sender Multiple skill rolls may be required to
1 Mana to send 1 Mana. This means charge up the item. The total Mana to be
that you cannot send more than half pushed into the item must be declared
your total Mana, which would leave you to the GM when the process is started.
completely drained. The Mana received For every multiple over one that the
is NOT multiplied by the receiver’s skill. total Mana of the item is over the Mana
of the caster, the difficulty increases by
Working Magic with Others
-1.
On a successful Magic skill roll by
everyone involved, a spell effect may
For example, to enchant a sword (2kg
be created by casters working together.
mass) to flame on command doing 5
The total cost of the effect is calculated
pts of damage costs 10 Mana. To give
and then shared out evenly between all
this effect 100 uses cost 1,000 Mana.
the casters. This joining of forces creates
Umberto has an 11 Logic and 10
a coven. A coven with two members is
Empathy, so he has 110 Mana and a
easy to create, so it has a +2 bonus
Magic skill of +3 for a total Mana of 330.
on the skill roll. It is easier to work
However, the Mana of the item is more
together than on one’s own. For each
than 3 times Umburto’s total Mana, so
additional person added to the coven,
Umberto has to make a Magic skill roll
the bonus decreases by one so that a
at -3 every day until he has charged the
4-person coven has no bonus. As more
item.
people join in, the difficulty increases.
If there were 11 or more people in a
Once the 100th use of the weapon has
coven, each would have a -7 to their
been used up, the sword will return to
magic skill roll. A coven with more than
being a normal weapon. Attacking and
13 members automatically fails.
missing does not count as a use. Over its
life, it will deliver a total of 500 points of
Once in a coven, every member needs to
damage (even if many of those points
make a successful Magic skill roll every
are absorbed by armor).
time Mana is used with the total coven
difficulty factor. If any member fails,
then the entire spell fails. Obviously,
large groups need to improve their
Spells
odds of success by preparation, props,
The following list are some common
rituals, singing/chanting, and the like.
spells found in many fantasy settings
A crafty GM might have some McGuffin
and how to construct them. You should
that needs to be found (or stolen.)
look at each spell effect and decide if it
Creating Magical Items is available in your world setting. If it is,
Magical items are stores of magical the GM should assign it a difficulty value
power. All magical items have a limited (the default is one.) The mana costs will
number of uses. Magic items do not then be multiplied by that value when
last forever, and there are no constant someone tries to cast that spell.
effects.
Air Flow
The caster wants to either move a
The magical effect you want the item
volume of air or stop a volume of air. This

36
could prevent a poison gas cloud from between them and something else.
approaching or driving the same cloud The cost is the volume of material x
elsewhere. The cost is the air volume to the distance away that the barrier is
move times the range the spell is cast to created. The barrier will then cost 1
times the distance to move the air. So, if mana to maintain per minute out of
a gas grenade goes off 5m away, instantly combat or per round during combat.
filling 10m3 of air with gas, the cost would
Clairvoyance
be 20 for volume x5 for range. That would
The caster wants to see or hear what
stop the gas approach; to move it 5m
is happening in a different place.
further back would cost a further x5 Mana.
The caster just pays the volume of
space they want to observe times
This is a very versatile spell. It can
the distance away. The effect costs 1
be used to move a ship, breathe
Mana to maintain per round or minute.
underwater, or steal the air from an
Create Food/Water
opponent in battle.
This is dependent on the volume of food
Amnesia created. Creating real objects is very
The intention is to make the target powerful, so the GM must set a difficulty
forget a period of time or an event. The factor depending on their world.
cost would be the value of the Logic stat
Curse
of the target to be overcome. The caster
The caster wants to put a curse on a
does not know the logic of the target, so
person. Depending on the effect, stats
they will have to guess how much mana
may be affected, in which case they
to put in. The spell will require 1 mana
need to be paid for. The most important
a minute outside of combat to maintain.
element is the duration.
(1 mana a round during combat to
counter the effects of adrenaline).
Deafen
Anticipate the Future
This falls into the same category as
The caster wants to see into the future.
Illusions and spells with no physical
The cost is based upon how far into the
effect. The cost is 1 x difficulty x
future the caster wants to see. 1 Mana
duration.
per second of forward projection times
any distance if they’re going to see what Detect Magic (Stuff)
will happen elsewhere in the future. This only requires a range (if any),
radius, and duration. The effect would
Armor
then detect any active magic at that
The caster wants to protect someone or
point and at that time. Variations of this
something. This is done by adding a pool
spell can detect traps, gold, monsters,
of healing to the target. Effectively these
the undead, etc. The object of the spell
points are chipped away by attacks before
must be a thing; it can’t detect a lie.
they harm the target. Spend 1 Mana per
point of ‘healing’ times the range if you Grow/Shrink
are protecting someone else. It costs 1 The caster wants to grow or shrink their
Mana per round to maintain. There is no body. The caster pays 1 Mana for every
range if you are protecting yourself, so 10kg of mass created or destroyed for
the cost is just the points in the healing the spell’s duration. For ease of math,
pool plus the duration. halving your height quarters your mass,
so an 80 Kg person (about 14 stone and
Barriers
6 ft tall) shrinking to 3 ft tall would then
The caster wants to create a wall
weigh about 20 Kg, and the cost would

37
be 6 Mana per round or minute. such as added agility to emulate becoming
a cat or added strength to become an
Speed
elephant. The cost is the cost in stats x
This is the cost of the increase in Agility
change in mass x difficulty x duration.
Stat x difficulty x duration. A total Agility
of 24 would give a character two moves Sleep
every second during combat. If the caster The caster needs to reduce one of the
is hasted, then all duration expenses are target stats to zero (the same as knocking
also doubled. them unconscious). If no duration is
applied, they will recover at the normal
Heat Object/Cool Object
rate.
As long as no damage is being done, just
the volume of material to be heated needs Summon Creature/Monster
to be paid for. The item will then return The total stat cost of the creature must be
to the background temperature naturally. paid for times the difficulty times duration.
You cannot melt your way through a plate At the end of the spell, what happens to the
armor door using this as the door has creature will be down to the GM’s world.
armor and a strength value that has to be If the creature created is real, then the
overcome. duration represents the caster’s control
over the creature. If the creature is a
Light
thing of magic, then it may well dissipate.
The caster wants to light an area. The
Factors such as the distance the caster is
light can be very small, so the cost is only
away from the natural environment of the
1 Mana. The radius parameter signifies
creature to be summoned may impact the
the brightness. To light a room about 10ft
difficulty and the familiarity of the caster
along each wall is about 3m2, so it costs 5
with the creature. It could be harder to
Mana per round or minute.
summon something you have never seen.
Lock
The caster wants to lock or unlock a door. Many of the spell effects listed here
The cost is 1 for the mass of the tumblers will be very hard to cast or maintain for
etc., inside the lock x difficulty. beginning characters. This is intentional.
Night vision If a character is going down the route of
The cost is just 1 x difficulty x duration. spell casting, it will often have to be at
To add infrared or ultraviolet vision will the expense of other skills.
increase the difficulty. Difficulty Factors
Pass-Through Solid The most important thing in all magical
The caster can now go through solid effects is the difficulty factor. It needs
objects like a ghost. The cost is their to be set for each spell effect to allow or
mass x difficulty x duration. disallow effects. With nothing, in theory,
being impossible but it can be made
Resurrection prohibitively expensive. This is a critical
The total cost of the stats to be healed to element of world-building and game
get all of them above zero x a difficulty setting. If you think about the sort of
factor. I suggest this is quite high. This magic one would expect from a Roman
spell does not restore lost gear. setting it is probably more divination and
Shape Shift mind control than hurling firebolts and
This is the same effect as Grow/Shrink, flying. In contrast, in a world based in a
but the caster may add or remove some traditional fantasy setting, firebolts are
stat values to better reflect the new form, certainly par for the course. In show like
Charmed, a fireball is perfectly normal.

38
Learning from
Experience
At the end of each scene, the Game something like the season finale in a
Master can award each character up TV series or the final climatic scene in
to 5 experience points (XP). Once the a movie.
character has earned 100 points, they
can exchange them for an additional +1
to any stat or skill they have used or
received training in. Time and
Some GMs may prefer to accumulate
these points and award them at a
convenient time rather than at the end
Speed
Most of the time, time in 3Deep is
of each scene. measured in days, hours and minutes,
etc. When it becomes important to know
First example, Kellan P.I. has been exactly what sequence events happen,
very active recently and has survived we move to combat time.
dozens of firefights against a crime Turns
lord’s thugs. He has earned 100 points. A turn is 6 seconds long. There are 10
Kellan chooses to increase his Weapon turns in each minute. When characters
(Firearms) skill from +2 to +3. take special damage such as bleeding
or burning, the damage is applied once
Second example, sometime later, Kellan per turn, at the very end of the turn.
has again accumulated another 100 XP. When a character is stunned, they are
Recently he feels he has been doing a stunned for entire turns.
lot of physical work, so this time, he
chooses to increase his Endurance stat Rounds
from 10 to 11. A round is one second long. There are
six rounds in turn. Depending on their
Some guidelines are attempting a skill combat speed, a character can move on
that would impact the story; whether it some or all of the rounds in the turn.
succeeds or fails should typically earn a Speed
point, surviving combat should earn a A character’s combat speed is half of
point, and playing in character. their current Agility stat rounded up in
the players’ favor. Speed is calculated
Completing a scene and advancing the on Round 1 of each turn and remains
story should give one or two points fixed for the entire turn.
depending on the importance of the
scene, and finishing a story arc should be
worth a point as well. So, for example, if
completing a major scene and finishing
a story arc happen together, that would
be worth three points and represent

39
Speed 1 2 3 4 5 6
1 X
2 X X
3 X X X
4 X X X X
5 X X X X X
6 X X X X X X
7 X X X X X X+X
8 X X X+X X X X+X
9 X X+X X X+X X X+X
10 X+X X X+X X X+X X+X
11 X+X X+X X+X X+X X+X
12 X+X X+X X+X X+X X+X X+X

Wherever an X appears on the table, at the end of the same round after the
the character can take an action. The others have moved.
base movement rate is 2m/round for
walking and 6m/round when running. For example, the fastest combatant in a
Where there are two Xs in a round, fight has a Speed of 8. Therefore, they
the character may take two actions. A move first in rounds 1, 2, and 3. They
move may be an attack, a skill roll, or a then move again at the end of round
movement like walking or running. 3 before moving first in rounds 4, 5,
and 6. Finally, they will move last again
For example, Kellan has an Agility of 9, in round 6 to give a total of 8 moves
so he has a speed of 5. Therefore, he during the turn.
can move on seconds 2 through to 6.
During the turn, Kellan takes a wound A character may hold their move to a
that reduces his Agility to 7. In the second later in the turn. For example,
second turn, his speed becomes 4, so a character with a Speed of 3 should
he moves on rounds 1, 3, 5, and 6. move on rounds 2, 4, and 6. They could
choose to hold their action from round
The rounds you move on should be 2 and take it on round 3. If a character
noted down each turn. As the Game has not moved when their next move
Master calls out each round, the player’s comes around, they lose the saved
responsibility is to call their actions. action. No one can create a round with
Some magical effects and some two moves by holding a move from an
creatures will have a speed greater earlier round.
than 6. Dragons, for example, use 3d6
for their Agility stat so they could have
a natural Speed of 9. A character or
creature can move more than once per
second when this happens. They can
treat it as if they had two full rounds
to use for each one you would normally
have. In this case, they would move
before anyone slower than them for one
round’s worth of action and then again

40
Natural Hazards
Explosions by a magical bolt of fire or caught in
Explosions do more damage at the an explosion. In this case the special
explosion’s heart than at the periphery. damage rule will apply. If the character
As with all attacks, the size determines is flammable in any way on the location
the number of damage dice (1d6-3d6). hit, that location will be burning and the
The blast size equals the total amount fire will need to be put out to stop the
of damage done in meters, so a car continuing damage. If the character is
exploding would be a large explosion for not flammable, for example, they are
3d6 and may scatter debris up to 18m in wearing plate armor then the special
every direction. Damage is delivered in damage is treated as concussive and
rings moving away from the epicenter. the character is stunned.
You start with all three dice and put
Poison
them in order, highest to lowest. Using
Poisons fall into a few different
the highest dice, people within that
categories, poisonous bites from snakes
number of meters radius take all three
and the like, natural poisons that the
damage dice. People in the next radius
characters may ingest or poison added
take only the second and third dice of
to weapons.
damage, and people in the third radius
will only take the third dice of damage.

For example, a car explodes for 3d6 Limiting Effects


damage and does 13 damage being a Some poisons are only intended to cause
6, 4, and 3. Anyone within a 6m radius paralysis, some put the victim in a coma
of the car takes all 13 points of damage and some are lethal. The GM can place
and 1 point of special Fire damage (see limits on a given poison so that it can
below). People within 7m-10m of the car do a maximum amount of damage or
(6+4) take 7 (4+3) points of damage. only effect a single stat. A nerve poison
People within 11m-13m take 3 points of for example may only affect the victims
burning damage. Agility. Another poison might only do a
maximum of 20 points of damage. That
Sometimes the explosion will not be would knock most people out for a day
a fiery ball of flame. Maybe a bomb or so but could kill someone who was
is placed next to a wall, and it is the very young, elderly or weak.
exploding rubble and debris that does
the damage, or a bomb maker may
have packed an explosive with shrapnel.
Antidotes
The special damage type should be
Some poisons can only be treated if
changed to the most appropriate type
the correct antidote is applied using a
in these cases. To build such a device is
successful Medical skill roll. Without the
a Technical/Trade skill, with the device’s
antidote the full effect of the poison will
sophistication adding to the difficulty
run its course even it that results in the
factor.
character’s death.
Fire
Poison Bites and Stings
Sometimes a character will catch
The effects of poison should use the
fire. For example, they may be hit
special damage rules. Armor that

41
stops piercing damage would prevent dipped in the poison before the combat.
the venom from being injected. If the A skill roll should be made using Medical
venom is injected then the normal or Combat skills to apply the poison.
damage per turn rules apply but the GM The Ones and Sixes rule can be used to
can limit the effect. The GM may also determine how many uses or doses of
require antidotes to be used to treat the poison are actually on the weapon?
damage or prevent further damage.
A successful attack needs to be
Ingested Poisons
completed to deliver the poison and
These are best treated as weapon
actual damage needs to be done that
damage without the need for an
is either piercing or slashing so that the
attack roll. A mild poison does 1d6,
skin is broken and the poison can enter
medium 2d6 and extremely poisonous
the victim’s system.
substances 3d6 with the normal special
damage rules. The GM may limit the
The effect of the poison will then be to
effect and antidotes may be required.
apply the secondary special damage
Poison Weapons rule so at least two points of special
Weapons may be poisoned. First the damage needs to be delivered for the
poison needs to be in a viable form. poison to take effect.
This may require special bullets to be The first will be slashing or piercing and
prepared, hollowed out and the poison the second would be the poison. As with
injected or a blade may need to be all poisons the GM may limit the effect.

42
Combat unobserved position or with surprise
The combat sequence is: then the attacker rolls 2d6 + Stat +
skill less any difficulty factors.
1. (All characters) If two characters
can move at the same time, roll In the event of an unmodified roll of
initiative. 12 on the dice the attack always hits
regardless of the defender’s agility, skill
2. (Attacker) Roll a skill roll to see if
or other factors if it is possible for the
the attack hits.
attack to make a hit.
3. (Attacker) Roll the hit location.
3. Hit Location
4. (Attacker) Roll damage. Roll 3d6 and look up the result on the
5. (Attacker) Assess special damage. following table.
Roll Location Stat
6. (Attacker) Roll Knockback.
3-4 Head Logic
7. (Defender) Roll for shield activation. 5 Neck Empathy
8. (Defender) Subtract any armor from 6 Hand Empathy
damage. 7-8 Shoulder Strength
9 Arm Endurance
9. (Defender) Apply damage.
10-11 Chest/Torso Agility
1. Initiative Stomach (lower
12 Agility
Over the course of a turn, characters back)
move on different rounds depending 13 Vital Organ Endurance
on their speed. When two characters 14-15 Thigh Strength
move in the same round they should 16-17 Calf/Lower Leg Endurance
roll 2d6 + their current Agility + any 18 Foot Agility
Combat Skill applied to initiative. The
highest score goes first and in the The location of where the hit occurs
event of a dead tie then the actions is important for two reasons; armor
are considered simultaneous. may not be uniform all over the
defender’s body, and the hit location
2. Attack Roll
also specifies which stat the damage
In the case of direct close quarters
is applied to.
combat the attack roll is an opposing
skill roll with the defenders Agility and
• If the target is covered from the
any combat skills subtracted from the
ground up, then a negative modifier
skill roll.
should be applied.
The Attacker rolls 2d6 + their Stat bonus
• If the target is covered from the head
+ skill less the defenders Agility stat
down, then a positive modifier should
bonus, Combat skill and any difficulty
be applied.
factors (such as hard cover). A roll of 8
or higher indicates a hit. 4. Roll Damage
The damage done by a weapon is
In the case of an unopposed attack dependent on the size and weight of
either with the attacker firing from an the weapon, not by the technology.

43
Class Ancient Modern Future
Light (1d6) Dagger Hunting Knife Pulse Laser
Short Sword Baseball Bat Phaser set on Stun
Hand Small and Medium Pistols
Crossbow
Club

Medium(2d6) Broadsword Shotgun Beam Laser


Hand Axe Heavy Pistol Phaser set to kill
Short bow SMG/Uzi
Mace Chainsaw
Assault Rifle
Hunting Rifle
Heavy (3d6) Great sword Elephant Rifle Blaster Rifle
Battle axe Shotgun, slug Phaser Rifle
Lance .30 cal LMG Light Sabre
Heavy .50 cal BMG
Crossbow

Light weapons do 1d6 damage, medium characters cannot apply their skill
2d6 and heavy 3d6. That is consistent bonuses to any rolls until they recover.
through historical, modern, and science (Skill penalties still apply when stunned.)
fiction weapons. • Piercing weapons such as bullets
The total damage is the sum of all and arrows cause bleeding wounds.
the dice. Take note that automatic For every point of special damage, the
fire increases the damage class. For victim will take one additional point of
example, a light pistol is only 1d6, but damage on round 6 of each turn until
an SMG with the same ammo is 2d6. the wound is treated with some sort of
This logic also applies to a hunting rifle bandage or tourniquet.
doing 2d6 and an LMG which does 3d6.
• Some weapons do multiple types of
5. Assess Special Damage damage, war arrows pierce and slash,
With each dice rolled for the total spiked maces or morning stars pierce
damage can inflict 0-2 points of special and crush. In this case the special
damage. If the value rolled is a one, damage is applied alternately between
that adds zero points of special damage. the two types with the first being the
If the result is 2-5, count that as one type that would make first contact so
point, and each six as two points. This in the case of a war arrow the tip of
total count is the special damage. the arrow pierces before the broad head
gets to slash. With a morning star the
Weapons do additional damage effects spikes would make contact before the
based on the damage type of the attack. mass of the head impacts. In both those
cases, the first point of special damage
• Slashing weapons cut muscles and would be piercing then the second would
tendons. Every point of special damage be slash (arrow) or stunning (morning
done by a slashing weapon is a -1 to all star).
maneuvers until the wound is treated.
• Burning damage does additional
• Crushing weapons can ‘wind’ or damage equal to the special damage
concuss. Each point of special damage each turn until it is extinguished.
can stun the defender. Stunned

44
• Magical effects can do other special Kellan does not have the option to not
damage such as freezing damage. The apply it.
GM should rule on how this is applied
but normally it only be applied each If the defender is knocked back and
turn and should affect a stat. hits a solid object before traveling the
full distance, then they are stunned
6. Roll Knockback
and have to recover for the rest of this
The force of an attack may send the
turn or the following turn if the attack
defender back, knock them off a wall,
happened on round 6.
or over a cliff.
7. Roll for Shield Activation
• The default number of knockback dice If the defender is carrying a shield,
is 2d6. But, this can change based then they can roll to see if the shield
on footing, actions of the players and intercepts the blow. The larger the shield
enemies, and the environment. the greater the chance of success. The
defender rolls 3d6 and compares the
• If the defender is in the air (flying) results below:
or on a low friction surface or unsure
footing such as ice or a stream, use one Shield Type Activation Roll
knockback die. Target 7 or less
Small 8 or less
• If the defender is standing in still water Medium/Standard 9 or less
or thick mud, use three knockback dice. Large/Kite 10 or less
Wall Shield 13 or less
• Take the allotted knockback dice and
subtract the sum from the total damage The defender may allocate some of their
done. If the result is positive, that is the combat skill to the shield activation roll
amount of knockback inflicted. to make the shield more effective.

If the defender has been hit by a missile If the shield is activated, then the
weapon, projectile or explosion then defender takes no damage from the
the knockback is automatically applied, attack but the activation roll is reduced
and the defender is thrown away from by the amount of special damage the
the attacker 1m for every point of attack would have done. This reflects
knockback. the damage done to the shield.
With melee attacks it is the attacker’s
8. Subtract Any Armor from
choice as to whether the defender is
Damage
knocked back or not. If Kellan grabbed
Armor works by absorbing some or all
his opponent by the shirt while stabbing
of the damage. Light armors absorb
him in the stomach with a knife the
the first 3 points of damage; medium
defender is unlikely to go flying metres
armors absorb 4 points and heavy 5
back.
points. The nature of the armor also
has an effect so padded armors can
For example, Kellan shoots a zombie in
absorb rounds of stun, light padded
the head using a .44 Magnum doing 12
armor absorbs up to 1 round per attack,
points of damage. Kellan rolls 2d6 for
medium, 2 rounds and so on. The same
knockback and rolls a 7. The Zombie
is true for armors designed to prevent
is thrown 5m back by the force of the
slashing and puncturing wounds such
shot. Because it is a ranged attack,
as your chain and plate armors.

45
So, a heavy knight with plate over
a padded surcoat would reduce any • All the damage take is taken from the
damage taken by 5 points and can same stat even if that puts the stat into
ignore the first 3 points of bleeding a negative figure.
damage and the first round of stun from
each attack. • A character that has all their stats
reduce to zero or below is dead.
Damage
Armor Spec. Absorb Combat Example
Absorbed
An assassin is using a crossbow (2d6
Light Padded 3 1 turn of Stun
puncturing) and rolls to attack a
Light Flexible 3 1 point of Slash
noble and his bodyguard. The noble is
Light Rigid 3 1 point of Pierce
unaware of the assassin. The assassin
Med. Padded 4 2 turns of Stun rolls 2d6 getting a 10 to attack, 16 for
2 points of location (lower leg) and 11 for damage
Med. Flexible 4
Slash
2 points of (6, 5) and rolls 7 for knockback. To hit
Med. Rigid 4 the assassin adds his Agility stat bonus
Pierce
Heavy
5 3 turns of Stun +1 (Agility 9 gives a +1), +2 for skill
Padded and +1 for close range. The noble is
Heavy 3 points of
Flexible
5
Slash
unaware so cannot apply any stat or
3 points of skill for dodging. The total attack is 14
Heavy Rigid 5
Pierce (10+1+2+1) so hits, it does 11 damage
and 3 additional point of bleeding
Which armor can be worn over or under damage each turn afterwards. The
other types of armor is at the Game noble is thrown 4m back by the force of
Master’s discretion. Different types of the impact.
armor may be work on different body
parts. The Hit Location will then decide The lower leg wound means that the
which armor to apply to the attack damage is taken from the nobles
damage. Endurance Stat. Our noble has an
9. Apply Damage Endurance of 8 so that is reduced to -1.
The final amount of damage after He must roll greater than 8 with 2d6 -1
shields and armor is then sustained by to remain conscious. He rolls a 6(-1),
the defender. The Hit Location chart the 5 is not enough to stop him passing
gives a stat alongside the location. The out so he is out cold and bleeding three
damage is taken off stat points per turn.
the indicated stat.
The bodyguard draws his broadsword (a
• If a stat is reduced to zero, then medium 2d6 weapon) and he is wearing
the defender must make a 2d6 + chain armour (protects as 4 damage
Endurance Stat bonus roll each round and -2 slashing) the assassin is wearing
to remain conscious. Failing the roll medium padded leather and has a small
(less than 8) means that the character shield. He also draws a shorts word to
blacks out. finish off the bodyguard.

• Bleeding damage may be subtracted


from any stat (player’s choice). You
cannot apply bleeding damage to a stat
that is already zero or below.

46
Move, Fire, Move, Fire in the turn the
It is intentional that some rolls in other characters see him or her running
combat need to be high (to hit and across the room blazing away with only
damage) and others need to be low a slight pause for aiming and the recoil.
(such as shields and knockback). Each Do weapons Break, Jam or Fail?
player should use the same set of dice There are no explicit rules for weapons
for all of their rolls so no statistical or equipment failure except to say if
advantage is gained from having a the total roll for a skill ends up as a
dice that are in any way biased to negative then the character should end
above or below average rolls. up in a worse situation than at the start
and suffer a penalty. See the chapter on
A Gun in Each Hand skills and the example Lauren struggling
Can you fight with two swords or two to climb out of a chasm. If you apply
guns and can a dragon pick up two the ones and sixes rule and combine
adventures whilst deciding which one to it with the negative skill roll total then
bite the head off first? Yes, you can. The you have the worst possible situation
important thing to remember is that and that could indicate a weapon or
each point in a skill can only be applied equipment failure.
to one dice roll each round so if you
only have +1 in Weapon (melee) then A weapons skill roll of less than zero
the sword in the other hand’s attack will should indicate a dropped weapon or a
be at -1 for unskilled. If you have +2 in jam that is easily cleared. A negative
Weapon (melee) then you can make a roll and a one on the dice would indicate
single +2 attack, or two +1 attacks. a more serious failure or some more
significant damage to the weapon such
So, can I use a sword and a Gun? as a broken bow string. The weapon
Yes, you can as long as they are using certainly would not be useable for the
different skills. rest of this combat. A negative score
and two ones on the dice would probably
There are many examples of this is render the weapon non-functioning
history and popular culture such as until major repairs are made. We are
gladiators with tridents and nets to talking about broken blades, snapped
adventurers with pistols and bull whips. bow limbs and completely mangled
The disadvantage is that you cannot use firing mechanisms.
a shield or easily open doors etc. with
both hands occupied and with only 7
skills to apply to a character dedicating
two of them to weapon skills will mean
the character may be lacking in other
areas.
Can I Move and Fire In A Round?
No, you can do one action each round
but keep in mind that each round
is only a second long. Although the
actions are discrete individual actions,
to the characters rounds and turns are
a continuum and although what we see
is a character with a speed of 4 going

47
Combat Difficulty Factors +1 Target is prone
There are certain situations that make +2 Target is conscious but
fighting or hitting your target easier or immobile such as tied to a
harder, things like shooting from behind chair
or at someone hidden by cover. The -1 Quarter covered by soft
table below shows some sample combat cover such as foliage
difficulty factors. -2 Half covered by soft cover
-4 Fully covered by soft cover
Difficulty Reason -2 Quarter covered by hard
+1 Attacking from the side. cover such a rock or stone.
+2 Attacking from the rear -4 Half covered by hard cover
+2 Target surprised -7 Fully covered by hard cover

48
Creatures &
Monsters
Not everything that the character’s Innate Magical Abilities
meet will be a human or humanoid. Some magical beasts have magical
Sometimes they must fight or evade abilities such as medusa turning people
monsters, aliens, zombies and wild to stone and dragons’ breathing fire.
beasts. 3Deep has a simple method for The standard magic rules should be
creating any creature. used for these effects.
Innate Non-magical Abilities
There are two steps; stats and
Some creatures have abilities that their
experience. All creatures have the
stat rolls do not reflect but are not
same five stats as characters have but
magical. These include natural armors,
they are not all based upon 2d6. With
the ability to fly or a chameleon’s ability
creatures, you do not have to use the
to change its coloration and hide. If you
same number of dice for all stats. You
feel a creature has natural armor you
can vary the dice to best model your
should just assign that corresponding
idea of the creature.
armour to the creature. This would be
true for a rhinoceros’s skin and other
• Tiny creatures have only a point or
naturally armoured creatures.
two in their stats.
• Small creatures use 1d6
Other creatures are best described by
• Medium Creatures use 2d6
‘balancing’ the dice so they are neither
• Large creatures 3d6
better nor worse, just different. A
zombie, for example, would have only
In addition to their species dice creatures
1d6 in Log and EMP but 3d6 in STR and
learn from experience. You can give
END.
a creature a +1 for every 3 years of
its life up to a maximum of +36. This Build Your Own Monster
can be added to stats or to skills. Most One question that I have been asked is
creatures will only have Combat and why don’t any creatures have more than
Outdoor skills allowing them to hunt 3d6 in a stat? Surely a Brontosaurus that
prey and kill it. Magical creatures may is 22m long and weighed 15 tons should
also have the Magic skill allowing them have more than 3d6 in Strength? The
to cast spells or use innate magical problem with going to 4d6 or 5d6 is that
abilities. you can still roll a 4 or a 5. Regardless
of how many dice you roll they could all
To quickly generate the amount of come up ones. By giving a creature a
experience a creature has roll 2d6 and pool of pluses to be applied to stats or
multiply the results together to get a skills you can model the creature more
number between 1 and 36. If the result like the way a character is built. If we
is more than three times the age you take the Brontosaur, it is a fairly placid
expected the creature to be then either herbivore but also pretty massive. Give
re-roll or just pick another number. it +20 points to spend and drop +10

49
to its strength and +10 to endurance endurance is not its strong suit. Short
suddenly you have a beast that is pretty bursts of speed are ideal for catching
hard to kill. With some natural armor, I prey. Likewise it does not have to be
would say heavy flexible and it will take particularly strong; its forearms are
a lot to put one down. A swipe of its tail somewhat limited. Where the T. Rex
would be a heavy club doing 3d6 but excels is its speed. I am giving the T.
not especially skilled with it. Rex 3d6 +10 to Agility but also +10
to Combat skill to use with its natural
On the other hand, let’s take a look at weaponry. Now that is a fearsome
a Tyrannosaurus Rex. It is 12m long Tyrant Lizard.
and weighs 10tons. That still puts it in
3d6 territories but like most predators
Normal Creatures
These are genuinely normal creatures as you would find in our world on any
normal day. This is just a small selection but they can be used as starting points
to model others.

Creature Notes and Armor STR END AGL LOG EMP


Medium Dog Natural medium padded 1d6 2d6 2d6 1d6 2d6
Horse Natural medium padded 3d6 2d6 2d6 1d6 1d6
Elephant Natural heavy flexible 3d6 3d6 1d6 2d6 2d6
Hawk None 2 1d6 3d6 2 2
Wild Boar Natural medium padded 2d6 2d6 1d6 1d6 1
Snake None 1d6 2d6 3d6 1d6 1
Large Cat Natural medium padded 2d6 2d6 2d6 2d6 2d6
Great White Shark Natural medium flexible 3d6 3d6 3d6 1d6 3d6
Wolf Natural medium padded 2d6 2d6 2d6 2d6 2d6

Medium Dog Horse


This is your typical “Release the Horses come in a great number of sizes
hounds!” type of guard dog and covers and shapes. The typical horse here is a
such breeds as Doberman, Alsatian and powerful working horse or war horse.
Husky type dogs. For larger dogs, such
as Rottweilers you can
add an additional 1d6 strength.

50
Elephant
Elephants are encounter both wild, as
working animals and as war beasts.
When used for war then additional
armor can be added.

Hawk
Frequently used as both as a status
Great White Shark
symbol and for sport. A hawk would
For a truly monstrous shark max out its
almost never attack a person without
stats rather than roll them. For smaller
being trained to do so or coerced by
sharks you can reduce the strength
magic.
and/or endurance.
Wild Boar
The wild boar was the most feared of
the game animal in the medieval hunt.
They would fight to the death often
killing the hounds set upon them and
special boar spears were used with a
crossbar to stop an impaled boar from
pushing up the length of the spear to
the man on the other end!

Big Cats
These include tigers, the largest cat,
lions, panthers, cheetahs and leopards.
In some cultures, big cats can be
trained as war or hunting beasts and
in the case of tigers even as mounts.
In these cases, some additional armor
may be added.
Snake
The largest snakes tend to be
constrictors, the move slower and you
can add 1d6 to the strength attribute.

Venomous snakes rely more on speed


than strength. See the rules on Poison
bites above for more on how to use
poison.

51
Wolf
Wolves hunt in packs with great
intelligence and cunning. They will
herd fleeing prey towards waiting pack
members in an ambush or will encircle
prey that does not run attacking from
all sides.

52
Giant Animals
These are frequently the stars of science fiction adventures, alternative realities,
created by mad scientist, secret government organizations, found in lost valleys,
or the deepest jungles.

Creature Notes and Armor STR END AGL LOG EMP


Natural medium
Giant Ant 2d6 3d6 2d6 1d6 2d6
flexible
Giant Ape Natural heavy padded 3d6 3d6 2d6+2 2d6 2d6
Giant Beetle Natural medium rigid 3d6+4 3d6 2d6 1d6 2d6
Giant Rat None 1d6 2d6 3d6 3d6 2d6
Giant Scorpion Natural heavy rigid 2d6 3d6 2d6 2d6 2d6
Giant Spider,
Natural heavy rigid 3d6 3d6+4 2d6 3d6 2d6
Greater
Giant Spider Natural medium rigid 2d6 3d6 3d6 2d6 2d6
Giant Spider,
Natural light rigid 2d6 2d6 2d6 3d6 3d6
Lesser
Natural medium
Giant Wasp 2d6 2d6 3d6+2 2d6 2d6
flexible

Giant Ant
Giant ants can form huge armies with
tens of thousands of soldiers protecting
their queen. The stats given are for
the soldier ants. The queen is a huge
bloated thing incapable of defending
herself.

Giant Beetle
These beetles tower over humans and
can rip a person to pieces with their
mandibles. Their bodies are covered
with a rigid carapace.

Giant Ape
This is your classic King Kong giant.
When they attack they are as likely to
hurl items as they are to strike out with
their fists or use primitive weapons and
tools.

53
Giant Rat Giant Spider
Giant rats can easily reach the size of The Giant spider has a leg span of
dog. Whilst one on its own may not maybe 2m across. Although they are
be too much of a threat they are still not as strong as greater giant spiders
fast and devious. A pack of rats on the they are faster.
other hand are an extremely dangerous
threat.

Giant Spider, Lessor


These arachnids are the size of a dog
and can be found in nests numbering
hundreds of individuals or singly in their
Giant Scorpion own web.
Giant scorpions combine the threat
of the giant beetle along with the
poison of the giant snake (see poisons
above). Thankfully they are normally
encountered individually or in small
numbers.

Giant Wasp
Giant wasps are like the other giant
insects but with the addition of both
Giant Spider. Greater a poison sting and the ability to fly.
These can have a leg span of 5m to 10m Normally encountered individually
across and a body the size of a horse. except near a giant wasps’ nest in which
case there can swarms of hundreds.

54
Fantastic Monsters
Mythological creatures, especially those from our ancient past, fall into this
category.

Creature Notes and Armor STR END AGL LOG EMP


Centaur Natural medium padded 3d6 2d6 2d6 2d6 2d6
Gargoyle Natural heavy rigid 2d6 2d6 1d6 3d6 2d6
Harpy None 2d6 2d6 2d6 3d6 2d6
Hippogriff Natural medium padded 2d6 3d6 2d6 2d6 2d6
Centaur Harpy
A centaur is an intelligent race with In Greek mythology and Roman
the torso and upper body of a human mythology, a harpy was a female
and the lower half of a horse. They are monster in the form of a bird with a
mostly warlike and aggressive and take human face. They steal food from their
great offense at people using horses as victims while they are eating and carry
beasts of burden or as mounts. evildoers (especially those who have
killed their family) to the hell. They
seem originally to have been wind
spirits. Their name means “snatchers”

Gargoyle
These demonic looking creatures are
also known as a chimera is a fabulous
monster in Greek mythology. According Hippogriff
to Homer it has a lion’s head, a goat’s The hippogriff is a legendary creature
body, and a dragon’s tail. which has the front half of an eagle and
the hind half of a horse.

55
Monstrous Ancestries
While some monsters are solitary, there are a number of them that form tribes,
warrens, and other communities. Depending on the setting, they may even be a
source of exotic NPCs.

Creature Notes and Armor STR END AGL LOG EMP


Natural heavy
Giant, Greater 3d6+3 3d6+4 1d6 3d6 3d6
padded
Natural heavy
Giant, Lesser 3d6 3d6 1d6 3d6 2d6
padded
Natural medium
Goblin 2d6 2d6 1d6 2d6 1d6
padded
Natural medium
Hobgoblin 2d6 2d6 1d6 2d6 1d6
padded
Natural medium
Kobold 1d6 1d6 2d6 2d6 1d6
padded
Lizardmen Natural light rigid 2d6 2d6 1d6 2d6 1d6
Natural medium
Ogre 3d6 2d6 2d6 3d6 2d6
flexible
Natural medium
Orc 2d6 2d6 1d6 2d6 1d6
padded
Can breathe air/
Merfolk 2d6 3d6 3d6 3d6 2d6
water, None
Minotaur None 3d6+3 3d6 2d6 2d6 2d6
Natural heavy
Troll, Greater 3d6+4 3d6 1d6 3d6 2d6
flexible
Natural heavy
Troll, Lesser 3d6 3d6 1d6 3d6 2d6
flexible
Greater and Lesser Giants
Greater Giants 7m to 10m tall and look
like oversized humans although their
great size can make them slow to react
and clumsy. Lesser giants are often 4m
to 5m tall and not as strong as their
greater cousins.

56
Goblin give them clothing will often banish
A goblin is a monstrous creature from them forever, though whether they take
European folklore, first attested in offense to such gifts or are simply too
stories from the Middle Ages. They are proud to work in new clothes differs
ascribed various and conflicting abilities, from teller to teller.
moods and appearances depending on
the story and country of origin. They
are almost always small and grotesque,
mischievous or outright evil, and greedy,
especially for gold and jewels.

Kobold
Although usually invisible, a kobold can
materialize in the form of an animal,
fire, a human being, and a candle.

Hobgoblin
Hobgoblins seem to be small, hairy
little men who—like their close relative,
brownies—are often found within human
dwellings, doing odd jobs around the
house while the family is lost in sleep.
Such chores are typically small deeds,
like dusting and ironing. Often, the only
compensation necessary in return for
these is food.
T h e
While brownies are more peaceful
most common depictions of kobolds
creatures, hobgoblins are fonder of
show them as humanlike figures the
practical jokes. They also seem to be
size of small children. Kobolds who live
able to shape-shift, as seen in one of
in human homes wear the clothing of
Puck’s monologues in A Midsummer
peasants; those who live in mines are
Night’s Dream. Like all the fairy folk,
hunched and ugly; and kobolds who live
hobs can be easily annoyed. Additionally,
on ships smoke pipes and wear sailor
they can be mischievous, frightening,
and even bit dangerous. Attempts to clothing.

57
Lizardmen Ogre
Lizardfolk are primitive reptilian Ogres are often depicted as
humanoids typically standing from inhumanly large and tall and having a
six to seven feet tall. Their scales are disproportionately large head, abundant
normally dull, earthy colors such as hair, unusually colored skin, a voracious
green, brown or grey. appetite and are immensely strong.
Ogres are closely linked with giants and
They have a tail for balance, which with human cannibals in mythology.
measures three to four feet long. Typical
weight is between 200 and 300 pounds
(90 and 136 kg). There are several
species of lizardfolk however, and
these can range from 0.91 m pygmies
to 2.7 m giants. Lizardfolk society is
primarily patriarchal, with the strongest
member normally in charge. Shamans
are typically counsellors, and normally
do not lead tribes. Wherever they make
their home, survival is the main priority
for any lizardfolk.

Orc
They are of approximately human
shape (with bowed legs and long arms)
and of varying size. Orcs are generally
ugly and filthy, with prominent fangs
and facial features tending toward the
grotesque (generally a mixture of the
ape-like and pig-like). Their skin is
typically a shade of green, grey, black,
brown, or sometimes red.

58
Greater and Lesser Troll
Merfolk Trolls appear ugly and slow-witted due
Merfolk have the form of a human from to their moss and lichen hued rough skin
the waist up and are fish-like from but this is a misconception. They have an
the waist down, having scaly fish tails animal cunning and can easily outsmart
in place of legs. By human standards, most people. They are exceptionally
human portions of mermaids are often strong and resilient although tend to be
considered very beautiful while mermen slow and somewhat clumsy.
are considered ugly and brutish.

Minotaur
The minotaur was a creature with the
head of a bull and the body of a man.

59
Dragon Kind

Creature Notes and Armor STR END AGL LOG EMP


Hydra Natural heavy rigid 3d6+2 3d6 2d6 3d6 3d6
Wyvern Natural heavy rigid 3d6+7 3d6 3d6 3d6 3d6
Natural heavy all types,
Dragon 3d6 3d6 3d6 3d6 3d6
Ancients have +36 to stats
Hydra
A hydra is a giant multiple-headed Dragon
dragon-like water serpent with the Dragons are huge six limbed reptiles
ability to regrow both its heads if with four legs ending in clawed feet
severed or its tail. When first met they and two wings. The Dragon’s fore
may have any number of heads or tails limbs are dextrous and can manipulate
depending on the number of battles objects easily even turning pages of a
the hydra has survived in the past. The book. Many dragons are accomplished
most recorded heads for a hydra is fifty spell casters and use it to deceive and
and six tails. misdirect.

Wyvern
A wyvern is a legendary creature with
a dragon’s head and wings, a reptilian
body, two legs, and a tail. A sea-dwelling
variant dubbed the sea-wyvern has a
fish tail in place of a barbed dragon’s
tail.

60
Supernatural
A selection of demonic, necromantic, and lycanthropic monsters.

Creature Notes and Armor STR END AGL LOG EMP

Hell Hound Natural heavy padded 2d6 3d6 2d6 3d6 3d6

Skeleton Natural light rigid 2d6 3d6 1d6 1d6 2d6


Natural medium padded,
Werewolf 2d6 2d6 3d6 2d6 2d6
supernatural healing
Zombie Natural medium padded 3d6 3d6 1d6 1d6 2d6
None, +2 magic skill for
Vampire mind control, supernatural 3d6 3d6 2d6 3d6 1d6
invulnerability, bat form
Hell Hound
A Hell Hound is a monstrous three
headed dog with a serpent-like tail.
The hound is roughly the size of a small
horse.

Skeleton
A skeleton is the reanimated bones of
any vertebrate creature although most
often those of humans. They frequently
either act as they did when alive or can
follow simple orders given to them by
their creator. Very few show any real
self-awareness or initiative.

61
Werewolf
Whilst not actually undead, Werewolves
fit into the horror genre. A werewolf,
man-wolf, or lycanthrope is a
mythological or folkloric human with
the ability to shape-shift into a wolf or
a hybrid wolf creature, either purposely
or after being placed under a curse or
affliction (e.g. via a bite or scratch from
another werewolf).

Vampire
A vampire is an undead creature that
feeds on blood, normally that of their
own species. Various legends give them
the ability to transform into a bat,
disperse into a gaseous cloud or to use
magic to mesmerize their victims.

Zombie Legends also say they cannot cross


There are many types of zombie. Some running water, enter a home without
are living people held in thrall though being invited in and are killed by direct
drugs or hypnosis so that their will and sunlight. All, some or none of these
personality is suppressed. Others are traits may be true.
the reanimated corpses of the recently
dead raised through magic or dark ritual
and others are resulting state following
a viral or chemical attack than has
changed living people into the zombie
state.

62
Prehistoric
Popular, if chronologically mixed up, prehistoric mammals and dinosaurs are
typically found on lost islands, hollow Earth, or as a stand in for some alien beastie.

Creature Notes and Armor STR END AGL LOG EMP


Natural medium
Sabretooth Tiger 2d6 3d6 3d6 2d6 3d6
padded
Natural heavy
Mammoth 3d6 3d6 3d6 2d6 3d6
padded+flex
Natural heavy
flexible,
Apatosaurus 3d6 3d6 1d6 2 2d6
+30 points to
spend
Natural heavy
Triceratops rigid, +20 points to 3d6 3d6 2d6 2d6 3d6
spend
Natural heavy
Tyrannosaurus
flexible, 3d6 2d6 3d6+10 1d6 1d6
Rex
+10 combat skill
Sabretooth Tiger
The Sabretooth Tiger is an iconic
prehistoric predator weighing 300kg
and over 2m long they are formidable
creatures to have on your trail.

Mammoth
The largest known species of Mammoth
reached heights in the region of 4m
at the shoulder and weights of up to
8 tonnes, while exceptionally large
males may have exceeded 12 tonnes.
Both sexes have tusks. Mammoths are
covered with a coarse thick fur hide.

63
Apatosaurus
Apatosaurus was one of the largest
animals that ever lived. The earth shakes
when this dinosaur walks. It could grow
to over 28m long and over 5m tall at
the hips. Apatosaurus is known for its
very long neck, which made it easier to
eat greens from trees.
Monster Damage
Creatures generally do damage based
upon their size or weight or strength.
Use whatever their Strength dice is as
their damage dice and the damage type
will be down to their natural attacks. So,
a Brontosaurus will bash with its tail, a
sabretooth tiger is going to pierce with
its tusks and a gargoyle will probably
slash with its claws. You as GM are free
to change this.
Triceratops Monster Experience Points
Triceratops is a large four-legged All monsters earn experience points and
herbivore dinosaur with a massive already have some. Some creatures
skill adorned with three horn spikes have pluses applied to some its dice.
used for self-defense. A Triceratops is These are down to experience. The GM
approximately 9m in length and 3m tall can and should allocate other points to
and can weight up to 12 tonnes. its combat skill or other skills such as
outdoor skills to big cats and hell hound
so they can track. The amount of points
is on a scale of 1 to 36 and represents 3
years of learning per point. Long- lived
creatures should be allocated more
points than a short-lived animals.

Intelligence
Some creatures such as Centaurs, orcs,
goblins and lizard men are intelligent
and can wield weapons and don armor
if they have it available and it is to their
Tyrannosaurus Rex advantage.
Tyrannosaurus Rex was 15m long, 6m
high, with sharp 20cm long teeth. It can
prey across an open field at speeds of
60km per hour. When a Tyrannosaurus
Rex catches his prey it took only one
bite from his massive jaws to snap their
backbones.

64
Vehicles &
Movement
Driving vehicles are a staple of action keeping control has an impact on these
movies. Each round that the driver is in rolls.
a stressful situation the Game Master
should ask the driver to make a skill Being hit by a vehicle is a 1d6 per 15kph
roll. Driving cars and riding motorbikes (10mph) of speed attack up to 3d6
and their counterparts is a Technical/ after that each speed increment adds
trade skill. +1 to each die. You cannot use a shield
against an oncoming vehicle.
The difficulty should be based upon the
maneuver the driver wants to perform,
other traffic on the road, and the road
conditions themselves. A vehicle moving
at 80kph (50mph) is covering 20m per
Damaging
round and that should be a factor for
how often maneuvers need to be made. Objects
If a roll is failed then for every one point
it was failed by the vehicle should drift Vehicle Armor
Vehicle armor is three times as effective
by 1m in the direction it was originally
traveling in. This can as personal armor but is described in
mean that a bad driver will tend to the same way. An old biplane was
overshoot corners, break too late or covered by a skin of fabric and dubbing
mount the curb. but can be described as light flexible,
despite being pulled taut. With the triple
Furthermore, the amount a roll was protection rule it would protect the pilot
failed by becomes the minimum penalty from three points of damage but could
for the next following skill check to easily ripped through with a dagger.
represent the driver trying to get control Heavy Rigid Armor by contrast protects
of the vehicle again. against 15pts of damage so only heavy
weapons are likely to affect it.

The Ones and Sixes Rule Vehicles have five stats like characters
Even if a skill check was successful but they are V.Strength, V.Integrity,
for each ‘1’ rolled the following skill V.Speed, V.Logic and V.Control.
check takes a -1 on the roll. For each
‘6’ rolled there is a corresponding +1. The stats are used to absorb damage
This does not necessarily mean the in the same way as characters do but
next driving skill check. It could be should be chosen to reflect the nature
an awareness roll to spot a following of the vehicle. You do not need to roll
vehicle or a combat attack roll to shoot vehicle stats.
through the passenger window at the
driver alongside. How busy the driver is

65
V.Strength +2 in Driving/sailing/navigation skill.
This measures the physical strength of A fighter aircraft with a sophisticated
the vehicle regards torque or pulling HUD may have a V.Logic of 1 and a +1
power. A haulage lorry will have a combat skill that can be added to the
V.Strength of 12, a bicycle a 1. Pilots own skill.
V.Integrity
What is the vehicle made of and how V.Control
does it hold together under extremes How easy is the vehicle to control?
of pressure? A carbon fibre racing car This stat is on the regular 2-12 scale.
can disintegrate into a cloud of debris in Vehicles with 9+ give a +1 to skill rolls
seconds during an accident. Carbon fibre for driving or piloting them. Those with
vehicles have a very low V.Integrity. 5 or less are hard to control and give a
-1 to skill rolls.
Wooden vehicles by contrast that can
flex have very high integrity values. A
wood battle ship will have a V.Integrity
of 12 or more. The International Space
Damaging a
Station has integrity of 1, Microlights
and hang gliders would also have an
V.Integrity of 1.
Vehicle
With stats and armour, you can now
fight and kill vehicles. When any stat is
V.Speed reduced to 0 then all control rolls are
The speed of the vehicle. Each point made at -1. If there are features that
gives about 30kph (20mph) of top are dependent on stats such as V.Logic
speed. That equates to about 8m/s to and V.Control, as soon as the stat is
10m/s in combat time. Horse and cart reduced the benefit from that stat is
combinations have a speed of about 1, lost if it no longer supported.
Fighter aircraft have speeds of up to 30.
For example, a car with a V.Control of 10
Vehicles can accelerate by 2points per takes 7 points of damage from a rocket
second (60kph/40mph) and brake by 4 propelled grenade. It used to have +1
points per second (120kph/80mph) on to all driving rolls but now it gives -1 to
a successful driving or piloting roll. Once all rolls.
the breaks are applied the vehicle will

Driving
continue to brake or accelerate until the
characters next round. Faster reactions
do make for better drivers.
V.Logic
Most vehicles have a V.Logic of 0 and Vehicles in
are dumb machines but increasingly
smart systems can assist the pilot or
driver. Combat
Vehicles move on all 6 seconds of a
These represent things like ABS brakes, combat. Vehicles that move during
HUD information to full blown AI seconds that the driver has no action
systems. A vehicle with V.Logic can have will continue on the same path as they
skills programmed into it that it can had the previous round(s).
employ on its own judgement. A self-
driving car could have a V.Logic of 2 and

66
Being Hit by a Vehicle Effects of Damage
This hurts. For every 15kph (10mph that V.Strength
a vehicle is moving will do 1d6 damage A vehicle with a V.Strength of zero has
up to 3d6 after which each 15kph will lost its main power source or engine
do a +1 damage. and is dead.

Example V.Integirty
A run away stagecoach is rolling down A vehicle with a V.Integrity of zero will
the hill at 30kph (20mph) before start to break up. The greater the minus
hitting a little old lady who cannot see this stat goes into the faster and more
it coming. The coach does 2d6 damage dramatic it is.
rolls a 10 (5+5).
The coach knocks her unconscious but V.Speed
causes no lasting injury, she is lucky As V.Speed is reduced so is the top
this time. speed of the vehicle. If it is travelling
The coach carries on building up speed. at more than its new top speed, the
Bouncing down the hill it is now doing vehicle will slow down.
60km (40mph) before hitting some
farmers trying to get their cattle out of V.Logic
the way. The coach now does 3d6+1 to If a vehicle has built in skills, these will
each farmer. be lost or reduced. If it has more than
one skill then roll randomly to see which
skill is impacted.
Killing Vehicles
As they say “if it has stats, we can kill it.”
V.Control
Obviously, a vehicle cannot pass out or
As this stat is damaged then any benefits
bleed to death. The individual stats for
are lost and if the stat is reduced it can
a vehicle should be treated individually.
induce a penalty to driving or control
If the vehicles armour does not protect
skill rolls. A vehicle with a V.Control
it then roll 1d6 to choose which stat is
of zero or less is out of control and no
damaged.
longer responds to anything the driver
or pilot does until repaired.
Roll Vehicle Stat Damaged
1 V.Strength Building Vehicles with Points
2 V.Integrity Vehicles commonly fall into three
3 V.Speed categories; light, medium and heavy.
4 V.Logic/V.Control Light vehicles are built using 10 points
spread between all the stats, the
5 V.Control
majority normally spent in V.Control or
6 V.Strength
to mitigate penalties. Medium vehicles
have 30 points and heavy vehicles get
A lot of vehicles will have a V.Logic of zero
50 points.
so if that stat is hit and the vehicle has
no V.Logic then it should be considered
V.Control. The game’s thinking is that
the vehicles logic hardware is most
likely to be concentrated around the
cockpit or driver’s compartment.

67
Medium Heavy Example 2
Light 10pts A biplane is hit with heavy machine gun
30pts 50pts
Bicycle Fighter Jet Armored Car fire. It has light flexible armor protecting
Biplane Longship Battleship it from 3 points of special damage. A
Buckboard Motorcycle Cruiser lucky damage roll delivers 4 points of
Chariot Schooner Dreadnought (bleeding) piercing damage. In this
Hang Glider Sedan/Car Galley case the pilot is hit by shards of glass
Microlight Sloop Space Ship as the bullets rip through the aircraft.
Scooter Space Submarine
Segway Shuttle Tank
X-Wing
Example 3
A hang glider is doused in petrol and set
on fire. The hang glider has no armor
The objective in limited points is to force and can burn so the special damage
compromises. A high-performance would be applied as an additional point
sports car may have a high speed and of damage to a random vehicle stat
control, maybe 10 in each but that every turn.
leaves just 10 points spread between
strength, integrity and logic. Vehicles hitting Vehicles
There is no need for special rules here,
Some vehicles do not need points, they just apply the normal damage rules (1d6
simply exist as scenery or plot devices to 3d6 damage depending on speed
and they are only killed if the story calls then +1 damage per 15kph/10mph
for it. Examples include strange police thereafter. Both vehicles take the same
boxes and weapons the size of planets. damage and the relative speeds should
be calculated for damage purposes. Any
Special Damage special damage that is applied to the
Most vehicles, most of the time are not vehicle occupants uses concussion as
affected by special damage, they do not the damage type.
bleed, they cannot be stunned and so
on. Normally, vehicle armor is heavy When calculating relative the speed of
enough to negate special damage. an impact, vehicles striking from behind
There are two logical exceptions to subtract the speed of the slower vehicle
this; vehicles that have no armor and from the faster one. For side impacts,
vehicles that can burn. use the ramming vehicle’s current
speed. And for head-on collisions, add
1. If the damage makes no sense, the speeds of both vehicles.
ignore it.
2. If the damage could apply to the Control Rolls
pilot or driver then apply it there. If a vehicle takes any damage, the driver
3. If the damage is feasible then or pilot must make a vehicle control roll
apply it as normal additional damage. in the next round.

Example 1
A protestor throws a Molotov cocktail
at a heavy industrial bulldozer, the
bulldozer is not technically armored.
The bottle of petrol bursts into flames
and the bulldozer doesn’t really care.

68
Healing
As damage is applied to the character’s Medical Healing
stats there must be a way of restoring If your healing is being supervised by a
stats. There are three methods provided, trained medic, then all healing times are
natural, medical and magical. halved on a successful Medical skill roll.
One skill roll is required for each stat. A
Natural Healing disastrous Medical skill roll (final roll is
Stats that are below their full value but below zero) will inflict an additional point
more than half their full value (rounded of damage to the stat being rolled for.
in the players favor) will heal at 1 point
every 10 minutes. Magical Healing
Magic can heal wounds instantly by
Stats that are below half value but above spending 1 mana per point healed per
zero heal at a rate of one point per hour stat or 4 Mana for 1d6. Magical healing
until they are at half value and then one takes if the spell takes to cast.
point per 10 minutes from then on. So, a Healing Special Damage
character with a 7 Strength that has been Concussion type damage has no lasting
reduced to 1 Strength will take 2hrs to get effects beyond the number of turns the
back up to 3 Strength (which is half of 7 character was concussed for.
when rounded in the players favor) and
then 40 minutes to get from 4 to 7. Bleeding and slashing damage requires a
Medical skill roll. For every point above 8
Stats at zero or below take one day to of the final roll one point of bleeding or
heal per point until they reach a value of slashing damage can be alleviated. This
1. A character whose strength have been does not heal any points of stat damage it
reduced from 7 to -3 will take 4 days to just prevents further loss though bleeding
regain consciousness. or removes some of the minuses caused
by slashing wounds. One roll is required
All stats will heal concurrently so if you for each type of damage treated and a
have lost one point from each of three disastrous roll will increase the bleeding
stats then 10 minutes will see you fully or penalty by one point.
recovered.

69
3Deep Solo Engine
3Deep can be played with or without a Game Master. As with most solo rpg engines
you do not need a prepared adventure, just an idea of where the adventure will
start and a reason for the adventure, the reason is called the story arc. This
opening scene is like the all-important opening sentence or paragraph in a novel.

The 3Deep Solo Engine is derived from several other solo engines available online.
The rules here are inspired by Tiny Solitary Soldiers by Spacejacker, which is a
simplification of the Mythic GM Emulator by Tom Pigeon. 3Deep also uses parts
influenced by ABS12 by Ken Wickham. By using anything from a single 2d6 roll to
a sequence of 4 additional 1d6 rolls a great many possible answers to a character’s
question can be generated. Most of the time only a single 2d6 roll is needed. If
you have not used a Solo Engine before there is an extended example at the end
of this chapter.

The opening scene should prompt the first questions from the player. The player
should then ask yes/no type questions. The player decides how probable the
question is to be yes and then 2d6 are rolled. The result is adjusted for the
probability and the result looked up on Table 1.
Table Yes/
Table 2 Random Events
1 No
1 2 3 4 5 6
Move away
Remote PC Close a PC
-3-2 No, and NPC Negative from story
Event Negative story arc Negative
arc
Move away
Remote PC NPC PC
3-5 No NPC Negative from story
Event Negative Negative Negative
arc
Move away
Remote PC Close a Introduce
6 No, but NPC Negative from story
Event Negative story arc NPC
arc

7 Yes, but - - - - - -

PC Move towards Introduce Remote


8-11 Yes NPC Action NPC Positive
Positive story arc NPC Event

PC Move towards Introduce PC


12-17 Yes, and NPC Action NPC Positive
Positive story arc NPC Positive

Probability modifiers for a Yes/No question: Impossible -5, Very unlikely -4, Unlikely -2,
Likely +2, Very likely +4, Sure thing +5

70
This will give you one of six possible giving off a dull red glow from a central
results. ruby cut in the shape of an eye.”

“No, and” This is the worst possible Of course, if you asked a negative
result. If the character just opened a question then a “Yes” or “Yes, and” could
chest and asked “Is there anything in be very bad for the characters. “Is the
it?” not only is there no treasure in it but dragon awake?” is a prime example!
in fact there is a nest of vipers, a ticking
bomb, a gloating note from the villain It is important that you keep the number
and any such thing that would make of
the situation worse for the character. If questions down to a minimum, maybe
the “No and” does not make sense, the one or two at the start of a scene. This
situation could not be worse than it is is not a game of 20 questions. You
then just treat this as a “No” result. should use the most logical answer and
the context provided by the setting and
“No” The answer to the question was the reason for the adventure.
simply No. in the above example the
chest would simply be empty. With only yes and no answers the
adventures
“No, but” This option gives a negative would become rather predictable so
result, the chest is empty, but suggests there is always an option for a twist.
there may be more to learn with a
follow up question such as “Does it look If the 2d6 roll on Table 1 was a double,
like there is a secret compartment?” A two 1’s or two 2’s etc. then there is a
second dice roll is made, and the process twist to the plot. If there is a twist, then
continues. Alternatively, this gives the another set of dice is rolled. Roll 1d6
least bad option. “Is the car fuel tank and read across from the corresponding
full? No, but there isn’t much in it.” line in Table 1 for the doubled roll (not
the modified result after the probability
“Yes, but” This is a positive result but adjustment).
not that positive. “Is the anything in the
chest? Yes, but it looks like worthless Example 1
junk.” “Is there petrol in the car? Yes, A character asks if the clock in the hall
but only quarter of a of a ruined house is keeping time. This
tank.” is a very unlikely event as there have
“Yes” This is a positive result. The result been no signs of habitation so far. The
should be what the character would character rolls double 4 for a total of 8.
expect. If the chest was in a bank vault Minus 4 for Very unlikely gives
it would contain gold coins, if it was at a result of 4 – “No, and” but with a
the foot of a soldier’s bunk then it would twist. The Twist roll is a 5 which says
contain uniforms and personal effects. (on the row corresponding to the 8
rolled) “Introduce NPC”.
“Yes, and” This is the best possible
result the character could look for. Reflected in the glass of the clock face
“Is there petrol in the tank? Yes, and the character sees a glimpse of someone
the keys are in the ignition” “Is there ducking back into another room along
anything in the chest? Yes, and it the hall.
appears to be a golden amulet that is Example 2
The character’s horse has gone lame

71
during a thunder storm in the middle The important thing to remember is that
of the night. The only shelter is a house if the dice do not give an immediately
about half a mile off the road. As the obvious twist to the story then they
character approaches, they ask “Are should be ignored. Typically, you should
there any lights on?” This is probably a go with the first thing that comes into
50/50 question so there is no modifier. your head once all the parts are known.
Roll 2d6 and the result is two 2’s for
a total of 4. The result is another 2. Unused parts of the phrase should be
Reading across the row from the ‘4’ we jotted down in the game list (notes)
get “NPC negative”. We can now find and if an opportunity presents itself
out a bit more about what this means within the scene to apply them then
with some additional dice rolls. they should be used then.
Random Events Explained
We now need three pieces of information
Remote Event
for our twist. Roll 1d6 three times (once
Something happened while the
for each column) and read down the
characters were not here. Maybe they
following table to build a sentence.
find a body or evidence that someone
else has been here. It might have no
Table 3 Resulting Twist impact on the scene or the current
1 Weak NPC Appears adventure, but subsequent questions
2 Strong Organization Disappears may make it more important.
Change of
3 Friendly PC
Location NPC Negative
Physical
4 Hostile Helps Something bad is going to happen to
event
Emotional an NPC. Depending on the outcome of
5 Needy Hinders the subsequent rolls and the situation
event
6 Competent Object Ends scene the characters are in. If there are more
than one NPC, then roll randomly to
The Resulting Twist rolls are 2, 5, 2 so we choose which. If there is only one or no
get “Strong emotional event disappears”. NPCs then include the friends, family
All together we have the result of “No” and affiliations from the PCs character
resulting in a NPC negative, so we know sheets.
there are no lights on and “Strong
emotional event disappears.” So, what PC Negative
does that all mean? Something bad is going to happen to
the PC. If there is more than one PC,
Character: “Are there any lights on?” roll randomly to choose which one is
Solo: “No,” We roll randomly to see which affected.
NPC is affected negatively (if there are
not any here then roll randomly amongst Move away from story arc
the PCs friends and family list on their This adds a complication to the story
character sheet). In this case, it is the that makes it harder to the characters
holy order that raised the character from to achieve their task. In the above
his background. We find that the house example of the house in the storm the
used to belong to the holy order and tracks they were following could be
should bring back childhood memories washed away by the storm or a map
(the emotional event). The chapter spoiled by the rain.
house is now abandoned (disappeared).

72
Close a story arc questions. Normally, one or possibly two
An event ends one of the story arcs in questions should be enough to give you
the story. If the characters were trying sufficient cues to roleplay the scene.
to find someone then they may discover
Questions or Skill Rolls?
their dead body. This is not always a
The questions table is not designed to
bad thing.
replace the character’s skills and skill
rolls. If you are playing solo and there
The characters may find the person
is a locked door then do not ask “Do
they were looking for and complete that
I pick the lock?”, you roll the skill and
story arc. If there is more than one open
that tells you if you have picked the lock
story arc, then you should roll randomly
or not. You could ask “Is the lock really
to see which story arc is closed. If there
sophisticated?” and that will give you
is only one, you should include the story
an idea of the difficulty factor to apply
arc in the character’s motivations and
to the skill roll.
drivers from their character sheet.
Impossible and Improbable
Introduce NPC Questions
A new character enters the story. This Try not to ask game breaking questions
does not need to be an actual individual. such as “Has someone left me
A by stander may call the police for $1,000,000 in cash on the doorstep
example and in that case the police force during the night?” You will notice on
itself would be considered as an NPC, the question table that Impossible
the same would be true for an entire things can happen (the best result for
Orcish nation or a tribe of goblins. If you an impossible result is “Yes, but”). The
can come up with a logical reason as to worst possible result for a Sure thing is
how or why the NPC could be there then “No, but”. In both these cases the result
add them to the story. comes with a twist as they require a
roll or 2 or 12 to happen. This allows
NPC Action for completely unexpected results such
An NPC, either one that was with the as NPCs the characters thought was
characters right from the start or dead to reappear or some completely
one that has been added to the story unforeseen event to disrupt an infallible
during the adventure does something plan.
independently that has an impact on
the story If you ask enough impossible questions
eventually one of them will be a yes.
Interpreting Results
You should avoid this by asking logical
The most important thing to remember
questions about the world and situation
is to choose the most logical and
the characters are in.
appropriate result suggested by the
tables. What the heck does that mean?
If the random results make no sense
If you are fighting Black Network at all then just ignore them. If you can
Agents in their mountain top base, you use part of them then do that and the
can make certain assumptions about other part add it to a list of game notes.
the base, the environment and whether You should also keep a note of the
they are happy to see you or not. World defining questions, if you end up
in a small central African country and
Too Many Questions
someone asks “Are the police armed?”
Do not get tempted to ask too many
That will have a long-lasting impact on

73
the character’s experience. Lists should they can be made after the game has
also be kept of the NPCs and story arcs started. What this means is starting
in the game. with a totally blank canvas imagine you
asked these questions and what kind of
Creating Story Arcs
world the character would be in?
Anyone in the game can create a
story arc. If the character approaches
Is there magic in the world?
a farmer and asks the game “Is he
Am I on earth?
pleased to see me?” there should be a
Are there monsters?
roleplayed reason for the result. Maybe
Am I a criminal?
he is because his daughter has been
Am I wealthy?
carried off by an evil noble! Does he
need the characters help or does he
You may need to ask a few follow up
suspect the character’s involvement in
questions to clarify some things but
the crime?
whatever the answers to the above
Truly Random Beginnings questions your character wakes up on
You do not need to have any the floor with a splitting headache and
preconceptions at all. As creating a a dead body sprawled out next to them.
character takes just a couple of minutes Now create your character and roleplay.

74
Solo Play
Example
Opening Scene <End of Scene>
Kellan is in his office at the detective NPCs Story Arcs
agency when his phone rings, number Anonymous Caller
unrecognized. The initial story arc
relates to Kellan trying to find the gang The New Case: Scene 2
that killed his parents. Arriving at the corner of 71st and York
there is a queue at a hotdog cart. Kellan
Play starts gets out of a yellow cab, throwing the
Player: Is it a new client? driver some cash. The detective looks
up and around…
Solo: Probability 50/50 roll 2+6 = 8 –
Yes
Player: Is the client obvious? (Roll
Kellan: Kellan speaking, what can I do Awareness 9(dice)+1(skill)-1
for you? (difficulty)=9 success). Kellan will see
Player: is the caller a man? her if she is obvious.

Solo: Probability 50/50 Roll 2+2 = 4 Solo: Probability 50/50. (6+2) =8 Yes
‘No’ plus twist Move away from story A woman approaches, Mr Kellan I
arc. Needy NPC changes location. assume?
Player: Is she wealthy looking?
Taking these into account the obvious Solo (4+4) = 8 Yes plus twist Introduce
solution is that a new client wants to NPC, hostile organization changes
meet Kellan down town (changing location.
location) to talk about a new case
The mysterious, and wealthy Mrs X needs
(moving away from the original story
Kellan to rescue her daughter from a
arc). She is asking for urgent help.
criminal gang (hostile organization) who
are holding her at the secret hide out
Caller: Mr Kellan can you meet me at (change location). Mrs X has been told
the corner of 71st and York, as soon as not to involve the police or anyone else
possible? but is prepared to put her daughter’s
Kellan: Aye but do you want to tell me life in Kellan’s hands to rescue her.
what it is about, Miss? Kellan: Aye, and now may I ask who I
Caller: It is Mrs and I can tell you more am dealing with?
when we meet, until then… Mrs X: Please forgive me; I am Mrs
The caller hangs up. Grabbing his jacket Johnson, Mary. I didn’t want to say too
and gun, Kellan quits this office and much on the phone as this is a delicate
heads down town. matter and I have no one else to turn

75
to. You see my daughter has been house, forced their way in and grabbed
kidnapped and I understand you are her.
the man doing the most in this city to
Player: Was there a struggle?
bring down the gangs.
Solo: Probability 50/50 (6+4) = 10 Yes.
Kellan: A gang matter? Why not go to
the police? Mrs Johnson: When I came home the
house was in turmoil, at first I thought it
Mrs Johnson: It is all very clichéd I
was a burglary but then I realized Alice
know but the kidnappers told me not
was missing. They phoned me shortly
to involve them and I didn’t know what
afterwards. It was like something from
else to do.
a movie, “We have your daughter, don’t
Kellan: What are they asking for, this contact the police, we want the Johnson
gang? Diamond.”
Player: Is the gang after money? Kellan: How long do you have before
you must hand over the diamond?
Solo probability 50/50 (1+6) =7 Yes
but. Money but not cash? Logically the Mrs Johnson: I have until Midday
next best thing to money is gold or tomorrow.
jewels a random roll picks jewels.
Kellan: Do you know where and how to
Player: Can they pay? make the exchange?
Solo: Probability likely +2 (1+3) +2 = 6 Mrs Johnson: No, they haven’t said
No, but. No, they don’t have the money, anything about that yet.
but the diamond would cover it.
Kellan: That is good. They are going to
Mrs Johnson: My family owns a large have to contact you again. It also means
princess cut diamond. That is what they that Alice is almost certainly safe and
want. well as it is normal for people to want
to speak to their loved one before any
Kellan: Can you not give it to them?
exchange takes place.
Mrs Johnson: I would if we had it but it
Mrs Johnson: So, can you help?
is on loan to the Morgan Memorial Hall.
Kellan: That depends on what you are
Kellan: Sorry, I don’t…
asking me. Do you want me to handle
Mrs Johnson: The American Natural the exchange or to rescue your daughter
History Museum, the Morgan Memorial instead of paying?
Hall of Gems, here in town.
Mrs Johnson: As I said Mr Kellan,
Kellan: You can’t get it back? we cannot pay as we don’t have the
Mrs Johnson: If I could I would do Mr diamond.
Kellan. It is impossible. We have agreed Kellan: Aye, I will take your case. I just
to loan it to the museum for a year. have a few more questions. May I ask
Kellan: I see. So, you want me to get about your husband? Where is he in all
your daughter back. Let’s start at the of this?
beginning. What’s her name? How did Player: Are they divorced?
they take her?
Solo: Likely +2 (1+4) +2 = 7 Yes but.
Mrs Johnson: Alice was at home Yes, they are divorced but they are still
yesterday morning, she is on a break friends and involved in each other’s
from college, when they came to the lives.

76
Mrs Johnson: My ex-husband, Brad, is and a second for role play. Kellan’s
very supportive. He would hand over background has him as of Scottish
the diamond right now if we had it. He descent and we had a bit of a Scottish
is at the museum right now to see if we accent during the phone call and he
can get the stone back. also advanced the story. The scene was
so short it did not warrant a third point.
Kellan: Okay, may I take a contact
number? The sooner I start the better
In scene two he gained four points. One
progress I can make. Thank you. I’ll be
for roleplay, the character interacted
in touch.
with his own back story and played
<End of Scene> the part of the private detective. He
made relevant skill rolls, awareness in
NPCs Story Arcs this case, advancing the story as his
Mrs Mary Johnson interactions added more details and
Miss Alice Johnson NPCs to the story and finally one for
Mr Brad Johnson completing the scene. Kellan now has
Criminal Gang six experience points.
The Museum Management
The New Case continues… If we continued the game, then Kellan
would have tried to track down Brad
And so, the story continues. You can and see if he really was at the museum
see, the NPC list grows as the adventure and trying to get the diamond back or
develops. was he involved with the crime. Maybe
Kellan has a friend in the police who can
Experience is awarded like this; For the try and find car details and track down
first scene Kellan earns two points. He Brad’s whereabouts?
earned one for completing the scene

77
Solo Quick
Reference
Table 1: roll 2d6. If the result is
doubles, roll 1d6 and cross reference
on Table 2.
Table Yes/
Table 2 Random Events
1 No
1 2 3 4 5 6
Move away
Remote PC Close a PC
-3-2 No, and NPC Negative from story
Event Negative story arc Negative
arc
Move away
Remote PC NPC PC
3-5 No NPC Negative from story
Event Negative Negative Negative
arc
Move away
Remote PC Close a Introduce
6 No, but NPC Negative from story
Event Negative story arc NPC
arc

7 Yes, but - - - - - -

PC Move towards Introduce Remote


8-11 Yes NPC Action NPC Positive
Positive story arc NPC Event

PC Move towards Introduce PC


12-17 Yes, and NPC Action NPC Positive
Positive story arc NPC Positive

Probability modifiers for a Yes/No question: Impossible -5, Very unlikely -4, Unlikely -2,
Likely +2, Very likely +4, Sure thing +5
Table 3: Roll 1d6 three times and build
a sentence.

Table 3 Resulting Twist

1 Weak NPC Appears


2 Strong Organization Disappears
Change of
3 Friendly PC
Location
Physical
4 Hostile Helps
event
Emotional
5 Needy Hinders
event
6 Competent object Ends scene

78
Rules Reference
Speed: Agility/2 rounded up. Speed Mana costs:
only changes once per turn. 1 5 10
Mana Mana Mana
Damage/
Speed 1 2 3 4 5 6 1 5 10
Healing
1 x Effecting Stats 1 5 10
2 x x Moving/Change 100
10 Kg 50 Kg
3 x x x Mass Kg
Range &
4 x x x x 5m 25m 50m
Distance
5 x x x x x
Radius 1m2 3m2 5m2
6 x x x x x x
Volume .5m3 1.75m3 3m3
7 x x x x x x+x x.5 to x.5 to x.5 to
Special*
8 x x x+x x x x+x x7 x7 x7
9 x x+x x x+x x x+x
10 x+x x x+x x x+x x+x Skills Rolls:
11 x+x x+x x+x x+x x+x Unopposed 2d6+(Skill + Stat
12 x+x x+x x+x x+x x+x x+x
Bonus)
- Difficulty
Opposed 2d6+(Skill + Stat
Bonus)
- Opposed Skill -
Difficulty
Success 8+
Roll of 1 per die Negative effect
Roll of 6 per die Positive effect
Special Damage ‘1’ = 0, ‘2-5’ = 1, ‘6’
=2

Stats: Available Skills:


Artistic Animal
Stat Description Bonus
Athletic Awareness
1-2 Very weak, feeble or -2 Combat
infirm Communications
3-5 Weak, below average -1 Crafts Crew Member
6-8 Average, for a normal +0 Influence General
human Knowledge
9-11 Above Average, superior +1 Outdoor Science/
Analytic
12 Exceptional ability +2
Medical Subterfuge
13+ Beyond normal human +2 Technical/Trade Urban
max. Weapon (melee) Weapon (bow)
Weapon (energy)

79
Combat Sequence: Damage Classes:
1. (All characters) If two characters Class Ancient Modern Future
can move at the same time, roll Light Dagger Hunting Knife Pulse Laser
initiative. (1d6) Short Sword Baseball Bat Phaser set
Hand Small and on Stun
2. (Attacker) Roll a skill roll to see if Crossbow Medium Pistols
the attack hits. Club
3. (Attacker) Roll the hit location. Medium Broadsword Shotgun Beam
(2d6) Hand Axe Heavy Pistol Laser
4. (Attacker) Roll damage. Short bow SMG/Uzi Phaser set
5. (Attacker) Assess special damage. Mace Chainsaw to kill
6. (Attacker) Roll Knockback. Assault Rifle
7. (Defender) Roll for shield activation. Hunting Rifle
Heavy Great sword Elephant Rifle Blaster
8. (Defender) Subtract any armor from (3d6) Battle axe Shotgun, slug Rifle
damage. Lance .30 cal LMG Phaser
9. (Defender) Apply damage. Heavy .50 cal BMG Rifle
Crossbow Light
Sabre
Combat Difficulty Factors:
Difficulty Reason Armor Types:
+1 Attacking from the side.
Armor Dam. Absorb Spec. Absorb
+2 Attacking from the rear
+2 Target surprised Light Padded 3 1 turn of Stun
+1 Target is prone Light Flexible 3 1 point of Slash
+2 Target is conscious but
Light Rigid 3 1 point of Pierce
immobile
such as tied to a chair Med. Padded 4 2 turns of Stun
-1 Quarter covered by soft Med. Flexible 4 2 points of Slash
cover such as foliage Med. Rigid 4 2 points of Pierce
-2 Half covered by soft cover
Heavy Padded 5 3 turns of Stun
-4 Fully covered by soft cover
-2 Quarter covered by hard Heavy Flexible 5 3 points of Slash
cover such a rock or stone. Heavy Rigid 5 3 points of Pierce
-4 Half covered by hard cover
-7 Fully covered by hard cover Hit Locations:
Shield Activation:
Roll Location Stat
Shield Type Activation Roll
Target 7 or less 3-4 Head Logic
Small 8 or less 5 Neck Empathy
Medium/Standard 9 or less 6 Hand Empathy
Large/Kite 10 or less
Wall Shield 13 or less 7-8 Shoulder Strength
9 Arm Endurance
10-11 Chest/Torso Agility
Stomach (lower
12 Agility
back)
13 Vital Organ Endurance
14-15 Thigh Strength
16-17 Calf/Lower Leg Endurance
18 Foot Agility

80
Advanced Solo
Rules
The standard solo engine provides a wrong and things take a turn for the
quick and easy way of running games worse. But, as the story unfolds, the
but there are more options and solo bias is reversed, and the CR helps the
engines available. This section contains character with more yes results.
some add-on features that can either
help inspire your imagination and take Imagination Prompts
stories in different directions. One common use of Solo Engines is as
a writing tool. Sometimes it is useful
Challenge Rating to be ‘forced’ into including something
This is a simple rule that makes each that you would not normally have
scene initially more challenging. When considered or the significance of which
you start a new scene all question is not obvious.
rolls take a -3 modifier. Every time a
question results in any of the three As with any random result if it does
possible No results, one is added to the not fit with the story, you can discard
Challenge Rating reducing it to -2 then it but it is better to keep a list of them
-1 and eventually it will end up positive along with your list of NPCs and Story
and help the character get a yes result. Threads as there may be a time when
Every time a ‘Yes and’ result is achieved the prompt does make sense.
then the Challenge Rating goes back to
-3. There are five tables in the Imagination
Prompt and they require pairs of 2d6
What this does is make the beginning rolls. Do not add the results of the two
of story more challenging. Often the dice but rather use them as a cross
character assumptions are proved reference to find the results.

81
Imagination Prompts Table:
1 2 3 4 5 6
1 Object Sense Emotion Emotion Sense Object
2 Emotion Object Object Emotion Change Emotion
3 Change Change Object Sense Object Emotion
4 Sense Change Emotion Change Object Object
5 Sense Object Sense Change Change Sense
6 Change Emotion Sense Sense Emotion Change

Object Table:
1 2 3 4 5 6
1 Colour Object Person Creature Location Recognise
2 Contrast Shadow Highlight Perception View Long
3 Short Wide Narrow Medium Big Small
4 Round Square Oval Linear Curved Stationary
5 Creep Move Walk Run Flow Squirm
6 Fly Roll Ride Action Reaction Structure

Sense Table:
1 2 3 4 5 6
1 Sweet Sour Bitter Tasteless Salty Bad
2 Breathe Eat Drink Bite Speak Suck
3 Quiet Roar Bang Screech Clunk Shout
4 Ring Loud Voice Scream Whisper Background
5 Musky Putrid Pungent Floral Oily Woody
6 Citrus Fresh Oriental Fruity Smoke Scent

Emotion Table:
1 2 3 4 5 6
1 Decision Choice Divide Join Merge Relate
2 Commit Ignore Delegate Resource Technique Mechanism
3 Joy Sadness Fear Anger Surprise Anticipation
4 Trust Disgust Goal Secret Motivation Personality
5 Apply Analyze Evaluate Create Understand Remember
6 Measure Observe Guess Idea Confused Imagine

Change Table:
1 2 3 4 5 6
1 Surface Host Cold Smooth Rough Brush
2 Vibrate Soft Hard Build Destroy Manipulate
3 Increase Decrease Reform Transform Closer Further
4 Rapid Shift Develop Gradual Top-down Bottom-up
5 Stop Slow Fast Wait Hurry Age
6 New Old Past Present Future Date

82
Using the Imagination Prompts Interrupted Scenes
Imagination prompts work best in pairs Sometimes the characters will want to
to give you results like ‘Hard’ + ‘Drink’ go from one location to the another to
or ‘Cold’ + ‘Run’. achieve a specific task. That change of
location will often prompt the end of
Roll two dice and cross reference the the scene and the start of the next. So
rolls on Table 1, so a roll of a 2 and a 5 the characters may decide they have
would give a result of ‘Change’. You then done enough research and now they
repeat the process looking up the result want to go to the haunted castle to
on the Change Table. So, if the second start their investigation or they need to
pair of rolls were a 3 and a 4, that would get a wounded companion to hospital.
be ‘Transform’. You then repeat this to Both of these would prompt a change
get the second prompt and put them of scene. With interrupted Scenes there
together in which ever order appeals to is a chance that something happens
you or makes the most sense. that changes the characters plans. In
the first example above, maybe the
It is useful to keep a list of the imagination characters are attacked before they can
prompts that have not been used. Keep get to the castle, in the second example
them as word pairs. Often what didn’t maybe the ambulance is involved in a
fit at the time suddenly fits into a later traffic accident and overturned on the
scene. way.
At the change of a scene roll 1d6 and
Do not take the imagination prompts too if the result is a 1 then the scene is
literally. They may refer to an object or to interrupted. One a result of 2 to 6 the
a person or groups attitudes, ambitions. story advances to the next logical scene
They could be as insignificant as the as expected.
headline on a discarded newspaper
blowing down the street or the core As with all Solo Engine results if you get
of the evil masterminds plans for the an interrupted scene then the first thing
world. Your imagination is limitless and that pops into your head that could
the prompts are nothing more than just logically deflect the characters from
nudges to include something in the story their course is probably the best option.
that you may not have considered.

83
Appendix 1
Artwork Credits
ww.farmerownia.pl) (www.faun-forge.com), CC BY-SA 3.0 (http://
creativecommons.org/licenses/by-sa/3.0)
The Hydra: by Andrew Jiang, CC-BY 2.0
Hell Hound: by Tretinville, CC BY-SA 3.0 (http://creativecommons.org/licenses/
by-sa/3.0)
Vampire: by Thecount68, public domain
Troll: by JL G, public domain
Merfolk: by Unknown Russian folk artist, 1866, public domain

Other images courtesy of Pixabay (www.pixabay.com)

84
Appendix 2 License
This license allows anyone to make stuff for 3Deep and either publish it for free or sell it, without me
taking a cut. Adventures, hacks, modules, anything goes. Just a few basic rules:

CONTENT
1. If you adhere to these terms, you are allowed to publish free or commercial material based
upon and/or declaring compatibility with 3DEEP without express permission from Parts Per
Million Limited.

2. Art and text from our books may not be reused or translated unless you have our explicit
permission. You can also use the names of creatures, locations, and entities from any
settings Published by Parts Per Million Limited.

3. The mechanics and game rules of 3DEEP may be reused and referenced freely.

BRANDING
4. Your product cannot use the regular 3DEEP logo unless you have our explicit permission.

5. You are allowed and encouraged (but not required) to use the 3DEEP compatibility logo.

6. You’re not allowed to give the impression that this is an official 3DEEP product or that we
endorse or sponsor you in any way unless we’ve made special arrangements with you.

85
House Rules
Every game and every setting is different and unique to the GM and players
taking part. You can use these pages to record any unique custom or ‘house’
rules that you have introduced to make the game better fit your setting, things
such as new race specifications, new cultures and new skills.

86

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