Micro Chapbook RPG Willpower: You may spend 1 will to reroll any stat roll in
the game. If your Will is ever 0, all rolls take a +1 modifier.
- Quickstart Edition - (A natural roll of 1 STILL always succeeds. Natural 6 always fails.) Micro Chapbook RPG is a super-simple and fast-playing solo dungeon crawling game. These quickstart rules will allow you to play any adventure in the game system. Stat Checks: In basic play, you always roll 1D6 (one six-sided die), trying to score equal to or lower than your Characters: Follow these steps to make a character. stat score. If you are proficient in the stat being tested, roll 2D6 and take the better result of the 2. Natural 1 always 1. STATS: Roll a D4 for each of the 4 Main Stats: Strength succeeds and natural 6 always fails. (ST), Dexterity (DE), Wits (WI), Charisma, (CH). 2. CLASS: Choose a class. Each makes you Proficient in Other Rolls: Other die rolls (not Stat checks) will ask you one Main Stat: Fighter (ST), Traveller (DE), Magic-User to roll different dice. Typically: D4, D6, D8, D10, D12, or (WI), Performer (CH). D20. There is also D3 meaning you roll a D6 and half the 3. RACE: Choose a race. Each gives you +1 to a Main Stat: result rounding up. Meanwhile D2 means roll a D6. ODDS = 1 and EVENS = 2. Human (Any), Orc (ST), Gnome (DE), Dwarf (WI), Elf (CH). 4. SUB-STATS: Health is ST+DE+20. Will is WI+CH+20. Starting Gold is 2D6+CH. Gameplay: The game is played as follows: 5. EQUIPMENT: You may now buy any equipment below. 1. Generating Rooms: Begin a dungeon by choosing a Weapons have a Damage rating. Armor grants a bonus to random square on the graph paper and generating the your max health. Potions heal you when consumed. first room. Roll D20. The number rolled in the number Each item/equipment has a cost in gold as listed. of squares in the room. These can be drawn orthogonally in any way, shape, or form. Next, roll 1D3 (1D6 divided by 2 rounded up). This is the number MELEE WEAPONS RANGED WEAPONS ARMOR of doors (not including any you just used). Draw small rectangles to represent the doors along any single Dagger 1 (1 Gold) Star 1 (2 Gold) Leather +3 (1 gold) square’s edge to designate an exit. Sword D3 (3 Gold) Sling D3 (4 Gold) Chain +6 (2 Gold) 2. Room Type: Each newly generated room has a type. Roll 1D6 on the Dungeon Room Chart to determine the Axe D4 (4 Gold) Bow D4 (5 Gold) Plate +9 (3 Gold) type. The room type may add traps or difficulties. 3. Doorways: When moving through a door roll 1D6 on Potion Heals 1D6 Health. Usable Once (2 Gold) the doorway chart. After moving through a door, generate the new room. Magic: Magic-Users begin with one spell. Either: HEAL (Heal 4. Monsters: Roll to generate the monsters in each room. Roll once for the monster type (on the Dungeon 1D3xWI), TELEPORT (Move to the Dungeon Entrance) or FIRE Monster Chart) and a second time for the number of (Deal 1D6+WI Ranged Damage). To cast any spell, you must spend 1 Willpower and make a WI check. that monster. Each monster has a Max number of that type that can appear in a room. If you roll higher than that number, only the max number appears. Monsters also have a Health Damage rating (H-DMG), a Will Damage rating (W-DMG), and a Life Force score (LF). All have a Difficult modifier (DM) that you will apply to your Stat Checks for bravery and attacks. 5. Treasure: After a room is cleared of all monsters, roll 1D6 and earn that much gold. If you roll a 6, you also find a potion.
Fighting: To fight the monsters in your room, follow these
steps in order:
1. Bravery: Make a CH check (+/- Monster DM). If you pass,
gain 1 Will. If you fail, you lose Will according to one monster’s W-DMG. 2. Ranged Attack: If the room is 6 squares or larger you may make a ranged attack. Roll a DE check (+/- Monster DM). If you succeed, apply weapon damage to the monster’s LF . 3. Melee Attack: You MUST now make a melee attack using a ST check (+/- Monster DM). If you succeed, apply the weapon’s damage to the monster’s LF. If you fail, roll the H DMG for one monster and apply it to your health. a. Defending: If you have no melee weapon you must still make a ST check to defend against the enemy attack. If you reach 0 health, your character dies. Game Over. 4. Repeat: Repeat this entire process (including the bravery check each round) until either you die or you’ve killed all the monsters in the room.
The Boss: The boss is usually entry #6 on the monster chart.
The boss will not appear until you’ve encountered all the other monsters on the chart at least once. After that, the boss will appear when rolled. If the boss can’t legally appear yet, reroll. When the boss is dead, you win and escape the dungeon!