Professional Documents
Culture Documents
2
Reaction
Hostile. They are angered and immedi-
When a PC is damaged to 0 Health, they obtain a
Scar. Roll 1d on the table below:
1d
1
Scar
Scabbed. Gain an ugly blemish or defect.
During a visit to a settlement, each PC can stake an
item of Quality, roll 2d, and add their WIL ability. If
the total is 10 or higher, the PC obtains an item of
equal Quality. If not, the PC obtains an item of lower
quality. You cannot go below Quality 0.
RATS
ately attacks the PCs.
2 Broken. An ability is reduced by 1.
Unfriendly. They may attack the PCs Quality 0: Common item, common service, light
3-5 3 Maimed. Max Health is reduced by 1.
depending on the situation. weapon, single coin, impoverished living
Neutral. They are uncertain of the PCs 4 Wounded. Lose the use of a body part. Quality 1: Specialty item, specialty service, ranged
6-8
or indifferent to them. 5 Twisted. Roll a Mutation. weapon, shield, several coins, poor living
Curious. They will help as long as it is Quality 2: Light armor, heavy weapon, potion, merce-
Grim Rats is a fantasy adventure game of explora- 9-11 6 Splintered. Roll an Insanity.
made worth their while. nary service, small bribe, bag of coins, frugal living
tion, problem-solving, and survival. One player acts
Helpful. They are friendly and will help When a PC is damaged to below 0 Health, they are Quality 3: Heavy armor, luxury item, small magic item,
as the Game Master (GM) while the remaining play- 12
even if it is inconvient to them. Mortally Wounded. A Mortally Wounded character expert service, lockbox of coins, martial living
ers take on the role of Player Characters (PCs).
is beyond mundane and magically repair, but their Quality 4: Small transport, medium bribe, small enter-
Although paper, pencils, and dice are involved, the Initiative player chooses how they would like to exit the stage. prise or detachment, chest of coins, ordinary living
core of the game is a conversation; the GM tells the If one side surprised the other, they automatically They may take one last turn, say a few words, or
Quality 5: Property, specialty transport, large bribe,
players what is happening, the players tell the GM gain initiative, as well as advantage on all attack rolls something else deemed appropriate by the GM.
medium enterprise or detatchment, decent living
what their characters to do in response, and the GM during the first round. Otherwise, all player charac-
When a PC is slain, its player creates a new first level Quality 6: Luxury transport, large detatchment, a keep,
describes how their actions in turn affect the world. ters roll a DEX danger roll. Those that succeed take
PC, or takes over an NPC hireling. The GM should tower, temple, or establishment, rich living
their turns first. Then the enemies take their turn.
Danger Rolls Then alternate sides between players and enemies
have them rejoin the group as soon as possible. Quality 7: Stronghold, massive detatchment, a dragon’s
mound of coins and gems, covetously wealthy living
Whenever possible, a PC’s actions should be resolved until one side retreats or is defeated. A turn lasts Healing
by its player simply describing what the character about five seconds in real-time.
does. If the action is risky or uncertain, the GM will
A day of rest in a sanctuary restores health back to its Leveling Up
On a side’s turn, each of its characters, in any order, maximum. A dose of medicine restores 1 point of
call for a Danger Roll. The player rolls 2d (two six- All PCs begin at level 1, and gain levels over the
may move 25 feet or one zone and take one action Health. Restoring Health to a PC stops them from course of the campaign. At the end of each session,
sided dice), and adds the relevant ability. If the total
including: attack a target within range, cast a spell, bleeding out and brings them to consciousness. the group will answer the following questions:
is 10 or higher, the PC succeeds in avoiding the dan-
drink a potion, move 15 feet or one zone more, etc.
ger. If not, the GM describes how things go wrong. Morale -Did I explore somewhere new?
-Did we overcome a notable foe?
• Add the Strength bonus (STR) when using raw Combat When an NPC or hireling faces more danger than
-Did we obtain a valuable treasure?
power, stamina, or physical resilience. Characters have a base armor rating of 6. Light ar- they were expecting, the GM may call for a WIL dan-
-Did we change the world?
• Add the Dexterity bonus (DEX) when using mor and shields provide +1 armor each, while heavy ger roll to see if they rout or beg for mercy.
-Did we work together as a party?
speed, agility or precision. armor provides +2 armor. Characters in heavy armor Typical situations for making a morale check include
• Add the Will bonus (WIL) when using force of cannot gain advantage on DEX danger rolls. PCs gain 1 XP for each time they answer “yes.”
when an NPC loses half of their force (when in a
personality, perception, or willpower. When a PC has enough XP, they gain that level.
When one character attacks another, the attacker group), loses half of their health (when alone), loses
If one character takes an action against another, the makes an Attack Roll by rolling 2d and adding their their leader, or is attacked by magic. Level XP Gain
GM may decide to call for an Opposed Danger Roll. Attack Bonus (AB) based on the weapon they use. Most NPCs should not get into fights that they can- 1 0 -
In this case, both characters make a danger roll, with Unarmed attacks have -1 AB. Light weapons have +1 not win, and should tactically retreat or sue for peace 2 2 +1 to an ability
each trying to beat the other’s total instead of trying AB. Heavy weapons have +2 AB. Ranged weapons if it makes sense, even without a WIL danger roll. 3 6 +1 feature
to roll a 10+. Defenders win ties. have +0 AB. Attacking with a ranged weapon is im- 4 12 +1 to an ability
possible while in melee combat. Encumbrance 5 20 +1 feature
Advantage All of a PC’s items must have a location: worn, in the
Compare the attack total to the defender’s armor. If 6 30 +1 to an ability
If the risk of an action is reduced due to the PC’s backpack, on the belt, or carried in the hands. Belts
the attacker’s total exceeds the defender’s armor, the 7 42 +1 feature
preparation or situational factors, the GM may grant carry up to two items, and backpacks can carry up to
attack hits and deals damage to the defender equal 8 56 +1 to an ability
Advantage to the roll. In this case, the player rolls 3d six items. Belt items can be grabbed at any time, but
to the difference between the two scores. Subtract 9 72 +1 feature
instead of 2d and uses the two highest dice. If several backpack items take a whole round to find.
the damage from the defender’s Health. 10 90 +1 to an ability
advantages apply to the PC’s action, the action is
usually no longer risky.
“Maze Rats,” from which this hack was made was originally created by Ben Milton (CC BY 4.0). This hack is by Sam Doebler. See more games and ramblings in the same vein at dreamingdragonslayer.wordpress.com
4. Roll one starting weapon 7. Roll starting background
Using the table above, roll 2d. The first die is the tens place,
Roll 2d twice. The first roll is for your weapon’s
the second is the ones place. Take the items on the same row.
trait. The second is for the weapon type.
2d Trait Weapon 2d Background Item A Item B
Create your character at the beginning of the ses- 11 Pot of Glue (3) Mushroom (3)
2 Cursed Dagger (light/ranged) Bog Dwarf
sion along with the other players. If your character
3 Soggy Club (light/heavy) 12 Crag Dwarf Manacles Lantern helm
dies during the game, you should make a new one
4 Slimey Crossbow (ranged) 13 Deep Dwarf Whip Potion (random)
right away. The random tables from the Charac-
5 Broken Staff (light/heavy)
ters pages can be used to flesh out your character 14 Exiled Noble Bodyguard Signet
6 Bent Bow (ranged)
if you want a bit more detail. Drawing a portrait of 15 Forester Saw Flash tinder (3)
7 Chipped Shortsword (light)
your character is encouraged, as is adopting a 16 Friar Folk songbook Jug of honey wine
8 Ugly Spear (light/heavy/ranged)
mannerism or two when speaking in your charac-
9 Mossy Battleaxe (heavy) 21 Gambler Serrated card Loaded dice
ter’s voice.
10 Stained Longsword (light/heavy) 22 Grave Robber Shovel Talking skull
To randomly pick an item from the 6x6 tables, roll 11 Shiny Halberd (heavy)
23 Grit Assassin Poison ring Antitoxin
2d separately. The first die points to a group, while 12 Luxury Magic sword (light/heavy)
the second die points to an item within that group. 24 Guild Thief Skeleton key Guild credentials
5. Roll starting item 25 Herbalist Seed collection (3) Bag of dirt
1. Roll starting abilities Roll 2d once and read across the row. Random Items A 26 Herdsman Pan-pipes Sheep
Your PC has 3 abilities: Strength, Dexterity, and and B can be found on the table to the right. Ask the GM 31 Hermit Camouflage Owl
Will. Roll 1d to find their starting values, or simply if you roll Potion or Relic as your item. 32 Holy Knight Fear spellbook Shield
choose a row. PCs increase an ability by 1 every 2d Item
33 Hypnotist Charm spelbook Ether
other level. A PC’s abilities may never be raised 2 Mystery egg
higher than +4. 3 Bag of wind (4) 34 Illusionist Mirror Image spelbook Mirrorwalk scroll
4 Blast bombs (3) 35 Initiate Ward spellbook Order symbol
1d Strength Dexterity Will
1 +2 +1 +0 5 Potion 36 Jailer Flagon Diseased rat
2 +2 +0 +1 6 Random Item A 41 Magician Spell scroll (random) Fireworks (3)
3 +1 +2 +0 7 Spell scroll
42 Minstrel Mandolin Love letter
4 +0 +2 +1 8 Random Item B
43 Moss Alchemist Alchemical fire Bloodvine
5 +1 +0 +2 9 Shield
10 Light armor 44 Outlander Jawbone helm Fossil
6 +0 +1 +2
11 Heavy armor 45 Parcel Runner Letter bag Horse
2. Record maximum health 12 Relic 46 Pedlar Wares (3) Cart
Your PC begins with 6+STR maximum Health. PCs
add 1 to their maximum Health when they in-
6. Roll three starting tools 51 Physician Medicine (3) Ether
52 Pit Fighter Armor of choice Rival’s tooth
crease their STR ability. Animal scent Chisel Grease
53 Pixie Catcher Gremlin jar Appearance dust (3)
Bear trap Crowbar Hacksaw
3. Roll an archetype Bedroll Fishing net Hammer 54 Raconteur Outragerous hat Pamphlets (30)
PCs begins as one of the archtypes gain their start- Caltrops Glass marbles Hand drill 55 Ranger Large trap Hound
ing features. PCs gain a new feature they have not Chain (10 ft.) Glue Horn 56 Road Warden Horse Lasso
yet chosen from their archetype every other level. Chalk Grappling hook Iron spikes
See their features on the next page. 61 Spell Scribe Arcane vellum (3) Ink
Iron gauntlets Metal file Ten foot pole 62 Travelling Acrobat Living rope Costume
1d Archetype
Lantern and oil Rations (3) Tinderbox 63 Troll Slayer Bear Pheromones (3)
Mage. User of magic and keeper of secrets.
1-2 Large sack Rope (50 ft.) Torches (3)
You wield forces beyond comprehension. 64 Watchman Chainmail Lantern
Lockpicks (3) Spyglass Vial of acid
Disciple. An acolyte to a saint, idea, or 65 Wild Tamer Throwing bola Silver whistle
3-4 Manacles Steel wire (10 ft.) Vial of holy water
power. Your devotion fuels divine ambitions.
Medicine (3) Steel mirror Vial of poison 66 Witch Hunter Hand crossbow Net
Vagabond. Warrior adept in combat. Your
5-6
skills demand testing from impressive foes. 8. Record name, level, and XP
Keep your name short and memorable. You begin at level 1 and with zero XP.
Mage Disciple Vagabond Mage Implements
Amulet Broach Gloves
You start with two random spells and two es- You have the four miracles listed below. You You start by rolling or choosing a Vagabond Anklet Circlet Goggles
sence. You may use one essence to cast any of may use up to three prayers after commun- Weapon to be your Signature Weapon. Roll or Bandana Cloak Hat
your memorized spells. When you conduct ing at your temple. Using a prayer activates choose an Effect or Element that enhances Book Crown Ingot
the ritual in your sanctum, roll new spells and a miracle of your choice. Roll or choose a Dis- your Signature Weapon. Only you can wield Boots Earring Locket
replenish your essence. Roll or choose a Mage ciple Domain to be your Favored Domain. the magic of your Signature Weapon. Bracelet Fake eye Mask
Implement. Roll or choose an Element or Your Favored Domain determines what ef- Then select a Path of your choice. When your Necklace Scarf Tie
Form to be your Quintessence. Whenever you fect the miracle "Dominion" has. Path applies to the situation at hand, gain an Orb Scroll Totem
cast a spell, you may enhance that spell with additional effect or advantage.
Phylactery Spectacles Valu. Material
Protection: A small, flat, immovable, im-
your Quintessence. Pipe Staff Veil
penetrable barrier wall forms near you. Briarborn: tracking, foraging, survival, Ring Symbol Vest
Light: You imbue an object with light for wilderness, nature Rod Tattoo Wand
Features to choose at levels 3, 5, 7, and 9:
a long duration, or create a blinding flash Fingersmith: tinkering, crafting, picking
Widen: Gain two spells.
Deepen: Gain two essence.
for a short duration. locks or pockets Disciple Domains
Purify: You heal a friendly target near you Roofrunner: climbing, leaping, balancing, Animal Conquest Gateway
Increase: Gain one spell and one essence.
for 1d damage or hurt an unholy target scaling, crawling
Balance Death Judgement
Infuse: Roll or choose an Element or Form Book Destiny Light
near you for 1d damage.
to add to your Quintessence. Shadowjack: moving silently, hiding in the Chance Dreams Knowledge
Dominion: This miracle's effect is created shadows, sneaking
Augment: After rolling your spells, roll an Chaos Element Monster
by you and based on your Favored Do-
Effect for each spell. Truthweaver: convincing, commanding, Circles Form Moon
main. manipulating, demanding
Recall: You may pick up to two spells to Music Protection The Sea
keep before conducting the ritual. NPC Secrets Time
Features to choose at levels 3, 5, 7, and 9:
Extract: When you conduct the ritual, you Features to choose at levels 3, 5, 7, and 9: Oaths Storms Underworld
Craft: “Protection” becomes a shape of Skirmish: Gain +1 Attack Bonus. Your At-
may choose the last spell instead of rolling. Order Summer Wealth
your choice. tack Bonus when unarmed is the same as Plague Sun Wilderness
Shape: After each roll for your spells, you
Permeable: “Protection” can be moved when using a light weapon. Purification The Forge Winter
may add or subtract 2 before selecting a
through in a direction of your choice.
spell from that effort. Fortitude: Gain +2 Health. You may make a
Experiment: You create an original spell
Quickened: "Protection" can be activated Danger Roll when Mortally Wounded to Vagabond Weapons
when it is not your turn. stay alive. Blowgun Cleaver Gauntlet
that you may replace one spell with during
Dazzle: “Light” deals 1d damage to all tar- Amplify: Roll or choose an Effect to add to Boomerang Club Greataxe
the ritual. Cane sword Crossbow Halberd
gets who see it. your Signature Weapon.
Beacon: “Light” grants +2 on all danger Cat claw Cutlass Hammer
Evolve: Roll or choose an Element to add Chakram Dagger Hand crossbow
and attack rolls to the wielder of the im- to your Signature Weapon. Claymore Flail Hatchet
bued object.
Reflexes: You always go first in initiative.
Smite: “Purify” hurts any target for 2d Javelin Morningstar Sling
Riposte: Once per round, you may make an Longbow Pistol Spear
damage.
immediate attack against a target that Longsword Shield Staff
Ward: “Purify” heals one target near you dealt damage to you. Mace Shortsword Trident
for an additional 1d damage. An excess
Skilled: Gain a second Path. Machete Shovel Warhammer
healed damage becomes temporary Maul Sickle Whip
Expert: Gain a third Path.
Health until the target rests.
Master: Gain a fourth Path.
Enhance: “Dominion” has an additional
or increased effect.
Expand: Gain an additional miracle
based on your Favored Domain.
Physical Effects Ethereal Effects Female Names Male Names
Animating Crushing Fusing Avenging Compelling Dispelling Adelaide Clover Esme Balthazar Destrian Florian
Attracting Diminishing Grasping Banishing Concealing Emboldening Alma Constance Fern Basil Ellis Fox
Binding Dividing Hastening Bewildering Deafening Encoding Barsaba Damaris Hester Bertram Erasmus Godwin
Blossoming Duplicating Hindering Blinding Deceiving Energizing Beatrix Daphne Hippolyta Blaxton Faustus Hannibal
Consuming Enveloping Illuminating Charming Deciphering Enlightening Bianca Demona Jessamine Chadwick Finn Jasper
Creeping Expanding Imprisoning Communicating Disguising Enraging Cleopha Elsbeth Jilly Clovis Fitzhugh Jiles
Levitating Reflecting Sealing Excruciating Nullifying Soothing Morgot Pepper Trillby Jules Oswald Silas
Opening Regenerating Shapeshifting Foreseeing Paralyzing Summoning Minerva Phoebe Tuesday Leopold Percival Stilton
Petrifying Rending Shielding Intoxicating Revealing Terrifying Nerissa Piety Ursula Merrick Peregrine Stratford
Phasing Repelling Spawning Maddening Revolting Warding Odette Poppy Vivian Mortimer Quentin Tenpiece
Piercing Resurrecting Transmuting Mesmerizing Scrying Wearying Olga Silence Wendy Ogden Redmaine Waverly
Pursuing Screaming Transporting Mindreading Silencing Withering Orchid Sybil Zora Orion Reinhold Webster
Physical Elements Ethereal Elements Lower Class Surnames Upper Class Surnames
Acid Clay Glass Ash Ectoplasm Light Barrow Coffin Gimble Belvedere Dunlow Gastrell
Amber Crow Honey Chaos Fire Lightning Beetleman Crumpling Graveworm Bithesea Edevane Girdwood
Bark Crystal Ice Distortion Fog Memory Berrycloth Culpepper Greelish Calaver Erelong Gorgon
Blood Ember Insect Dream Ghost Mind Birdwhistle Dankworth Hardwick Carvolo Febland Grimeson
Bone Flesh Wood Dust Harmony Mutation Borrin Digworthy Hatman De Rippe Fernsby Gruger
Brine Fungus Lava Echo Heat Negation Chips Dreggs Hovel Droll Fisk Hitheryon
Moss Sand Thorn Plague Smoke Thunder Knibbs Rumbold Slee La Marque Portendorfer Stavish
Obsidian Sap Vine Plasma Snow Time Midnighter Rummage Slitherly Malmora Romatet Vandermeer
Oil Serpent Water Probability Soul Void Needle Sallow Stoker Miter Rothery Wellbelove
Poison Slime Wine Rain Star Warp Nethercoat Saltmarsh Tarwater Oblington Skorbeck Westergren
Rat Stone Wood Rot Stasis Whisper Pestle Silverless Tumbler Onymous Slora Wexley
Salt Tar Worm Shadow Steam Wind Relish Skitter Villin Phillifent Southwark Wilberforce