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Crack!-Rules V1.0b-Spreads
Crack!-Rules V1.0b-Spreads
Crack!
BARELY/EXPLAINED V1.0b
CC BY 4.0
WHY THIS GAME?
Ever since the seventies the original game’s rules were a language for everyone to express
their creativity within a common framework. But recently, the Warlocks of the Seashore
and the Hasbeen Brotherhood have grown resentful of this lingua franca they don’t under-
stand. They think it slows their effort to hoard all the gold in the realms. Well, fuck’em.
Crack!
For lack of a better solution, which will surely come later, we propose this simple system.
It uses terminology and procedures strangely similar to those we already know, but that
shouldn’t draw the ire of the Licensing Tower of Evil upon us poor mushroom folk. BARELY/EXPLAINED V1.0b
CRACK! is a complete game. It is meant to support your own creations so that fans of the
original game and of its clones can use them.
Even if you don’t play CRACK! at your table, you are welcome to use it to make your cre-
ations more easily and widely usable.
“You are what you carry” is a common saying among commoners. Do not venture into a EQUIPMENT LISTS...
dungeon without a light source, some food, trinkets or booze to trade with goblins, ...are a dime a dozen. Let us copy and paste one from some other game we wrote.
and of course your suit or armour and a weapon or five. Yeah, we use the gold piece (gp) as the base currency. We know it’s a lot of gold, but we’ve
never been assassinated by a historian yet, so this is probably fine.
Armour - Repeating crossbow, 35gp ▶ reload d6
EQUIPMENT - Clothes (dAC 10), 1-100gp
- Leather armour (dAC 12), 10gp
after 6 shots
- Siege crossbow, 50gp ▶ 2H, reload 1,
- Chainmail (dAC 14), 25gp powerful
STARTING EQUIPMENT STARTING WEALTH - Plate (dAC 16), 50gp - Sling, 2gp ▶ versatile
Your commoner starts with leather armour You start with the following valuables. The - Shield (+1 to dAC), 10gp - Spear, 3gp ▶ reach, thrown
or chainmail (if their job allows it), one ref may let you exchange some of it for - Sword, 10gp ▶ versatile
weapon of their choice, and one of the some equipment (see opposite) before the dAC is for Defensive Arbitray Calcu- - War hammer, 10gp ▶ powerful vs plate
following packs: adventure starts. lation (see p.10), a function of the armour
1 Serf: sling, sack, small game traps, 1 Farm animals worth 1d6 x 5gp you wear. The higher the better, as it is the Weapon Qualities
crowbar, half a candle, wolfbane (3 bunch- 2 Stolen goods worth 1d6 x 10gp number needed (normally on a d20) to hit (see also Bigger is dangerouser p.11)
es), crabapples (1 day) you. - 2H (two-handed): roll 2d6 and keep the
3 A work of art worth 1d4 x 20gp
Creatures (see p. 20) don’t need armour highest result
2 Labourer: stick and bundle, shovel, 1d8 small gems worth 1d10gp
4 to have high dAC. - area: hits d6 targets
rope (15m), silver candlestick, stale bread
5 A purse with 6d6gp ◆ Some refs allow applying a common- - hasty reload: can shoot two turns in a row
(2 days)
6 2d6 electrum ingots er’s DEX modifier to their dAC for bet- if staying in place
3 Farmer: folding knife, satchel, hen ter or worse. You may want to do it too. - loud: attracts wandering creatures
(10gp each)
in a basket, pole (3m), lard lamp, cured - powerful: doubles the damage dealt
ham (3 days) Weapons - reach: can be used over someone’s shoul-
4 Artisan: crossbow (12 bolts), - Arquebus, 50gp ▶ 2H, reload d6, der
shoulder bag, set of tools, torches (5), stew powerful, loud - reload X: you need X turns to reload
pasties (3 days) - Axe, 5gp ▶ thrown, versatile - thrown: can attack at a range of a few
- Battle axe, 10gp ▶ 2H paces
5 Merchant: blunderbuss (3 shots),
- Blunderbuss, 40gp ▶ area, reload d6, - versatile: easily wielded in cramped
handcart, tarp, lantern and oil (2 flasks),
powerful, loud conditions
silver whistle, travel cake (2 days)
- Bow, 8gp ▶ versatile
6 Scholar: short sword, haversack, - Club, 1gp ▶ versatile
writing kit, silver mirrors (4), hammer - Crossbow, 25gp ▶ 2H, hasty reload, Adventuring stuff
and stakes (6), berry pie (1 day) reload 1 - Arrows or bolts (20), 2gp
- Dagger, 2gp ▶ thrown, versatile - Bottle of booze, 2-10gp
- Flail, 10gp ▶ powerful vs shields - Garlic hook, 25gp
- Greatsword, 20gp ▶ 2H - Holy symbol, 25gp
- Hand crossbow, 20gp ▶ hasty reload, - Holy water, 25gp
reload 1 - Iron spikes (10), 2gp
- Horse pistol, 40gp ▶ reload d4, powerful, - Lantern, 7gp
loud - Mule, 10gp
- Javelin, 1gp ▶ thrown, versatile - Oil, 1gp
- Longbow, 15gp ▶ 2H - Powder and bullets (10 shots), 20gp
- Mace, 10gp ▶ powerful vs mail and leather - Rations (7 days), 7gp
armour - Rope (15m), 2gp
- Polearm, 10gp ▶ 2H, reach - Specialised tools, 25gp
- Quarterstaff, 3gp ▶ reach - Tent for two, 10gp
- Rapier, 12gp ▶ +1 to dAC - Thieve’s tools, 25gp
8 - Torches (10), 1gp 9
Crack!
AVOIDING SHIT THE ENOUGH! ROLL
Reminder!
In some situations, you will want to avoid When a creature is shaken, either because
When in doubt, do it the way you usually do it!
some unpleasantness that isn’t a conse- it’s seriously wounded, or too many allies
quence of one of your rolls: a lightning are dying, the ref should roll 2d6 and
THE RULES WE USE bolt cast by an evil sorcerer, the effects of a compare the result to the Motivation Level
poisonous gas, falling into a pit trap, etc. (ML) of the creature. If the result is over the
The referee will instruct you to make a roll ML, the creature or creatures stop fighting,
the party will roll 1d6. If her magicker friend ◆ Better Attacks. If you’re playing a long
HEALING Exploration turns. In dungeons, you can term campaign where the commoners will
were to cast a fleeting-feet spell on his boots,
Field healing is slow. You recover 1d4 use 10 minutes as the basic turn for explora- reach ranks above 6 or 7, you may want to
he would get to roll 3d6, likely getting ahead of
HP per decently quiet night. If your sleep is tion activities. Move down a corridor, search add bonuses to attack rolls depending on
the rest of the party.
interrupted too many times or if you didn’t a room, that sort of thing can be done in one your job and rank.
Depending on how far apart everyone is
have a meal, you only recover 1 HP. turn. This is also handy to know when to - Dwarfs, elfs, tinykins, and warriors add
at the start, you may decide that it takes one
roll for random encounters or when a torch
or more successes in a row to reach or lose +2 to attacks rolls at ranks 4, 8, 12, etc.
Settlement healing. After a full day of needs replacing.
the antagonist. - Scoundrels and zealots add +2 to attacks
rest in a safe place, with three warm meals rolls at ranks 5, 10, 15, etc.
(five if you’re a tinykin), you recover 1d6 HP. Exploration and encounter rolls. When FLUNKIES - Magickers add +2 to attack rolls at rank
Any exerting activity during the day and a commoner is looking for something like a Hirelings are very useful if you can afford 6, 12, 18, etc.
you’re stuck with field healing. secret door, or to decide if there are any gob- them. From the link kid carrying your lan-
lins in the latrines when the scout pushes tern to a unit of mercenary crossbowmen, Rank titles. Choose one to make your
◆ Sharing is healing. Once per day, and if the door open, use the d6 rule from page 10. they may save your life. Just make sure you commoner sound important:
the ref allows it, you can benefit from field A lot of the games we play have a treat them fairly and pay on time or they’ll Rank Title
healing in but a few moments, as long as procedure to determine if a ‘wandering’ go work for the orcs. 1. Veteran, Acolyte, Apprentice,
your character shares something personal creature is encountered while exploring
Flunkies stats, loyalty, and pay. You Footpad
with their companions. (Describe a flash- a dangerous location. We recommend
back if no one’s around.) giving an encounter a 1-in-6 chance every can stat these characters up like the players’ 2. Swordmaster, Adept, Conjurer,
two exploration turns (or twice a day in the commoners, or simply like creatures (see Cutpurse
wilderness). The ref can decide that a 2 on p.20). They often have their own goals. The 3. Hero, Curate, Medium, Pilferer
EXPLORING DANGEROUS PLACES
the die means that a clue to the proximity of referee should keep track of how they are
Any exploration should entail some rolls 4. Myrmidon, Vicar, Enchanter,
a creature is encountered instead. treated and make a roll if they think there’s
to avoid getting lost, determine if you run Burglar
Having a specific list or random table for a chance they abandon their post.
into wandering creatures, if someone is 5. Champion, Bishop,
encounters is good. Having one for each The cheapest of flunkies require half a
surprised when you bump into each other, Necromancer, Robber baron
different location is even gooder. share of the loot. The more expensive will
and what the creatures’ disposition is when
want a full share as well as a daily fee. Nego- 6. Superhero, Lama, Wizard,
encountered.
Wilderness exploration. Apart from ciate, offer incentives, and roll using CHA Master thief
It can be useful to have an idea of how
a different time scale and movement rate, modifiers if the ref asks you.
much ground you cover while exploring and
exploring the overworld isn’t much different Campaign pacing and goals. The ref
how fast you can run away from trouble (a
from delving into crypts full of creatures. GETTING BETTER (XP) is in charge of how fast they want your
simple movement speed in feet or metres
Players choose directions following land- Each job requires an eXhilarating Progres- commoners to Get Better. Getting XP
per turn will suffice — use your favourite
marks and geography rather than corridors, sion total (XP) for a commoner to Get Bet- should always be a challenge, whatever the
system or just wing it).
encounters are less frequent and more ter. XP is awarded by the ref for actions like commoners’ ranks.
You can also tie movement speed to how
varied, but that’s pretty much all. Use your recovering treasure, uncovering lost history, In any case, they should give you clear
much shit the party is carrying, a concept
common sense, roll when you don’t know or making alliances with local creatures. guidelines for what kind of activity will
sometimes called “encumbrance”. Simply
what happens, and it’ll work out fine. To Get Better, you need to accumulate a bring you the most XP.
say that commoners carrying more items
number of XP equal to the Get Better score
than their CON score are automatically ◆ Chase rules using d6s. Some creatures ◆ If they want to reproduce the old-
of your job (see table p. XXX) times your
caught up with if fleeing — or evaded if are notoriously faster, or slower, than the school gameplay, they should stick to ex-
current rank. For example, a 3rd rank dwarf
chasing. And the opposite is true for com- average commoner. Be logical and give be- ploring and ‘liberating’ treasure from the
needs 300 XP to reach 4th rank. A 1st rank
moners who drop their stuff and run. Of tween one and three d6s to each participant wilderness and underworld as opposed
scoundrel only needs 60 XP to get to 2nd rank.
course, there’s the risk of taking a wrong in a chase. Whoever rolls the highest result to killing creatures. In this case, they can
turn and getting lost, or falling in a trap no on a single die gains ground. Encumbrance Each time you Get Better, increase your award 1 XP per 20gp recovered.
one had the time to detect and other factors can remove or add dice. rank by 1 and add the roll of your Health
You should also keep track of your basic For example, a party of commoners would Peak die to your HP total. Getting Better with Arithmetics Free
consumables such as torches and food. No roll the average 2d6 to escape from a giant For example, when reaching 2nd rank, the Rolls. If you’re using the alternate resolu-
one likes to go hungry or have to grope their slug (1d6). But Keroog the dwarf is loaded Scoundrel from the above example would roll tion engine described on p. 10, you get to
way out of a haunted tomb once their last with the many ivory statuettes she insisted on a d4 and add the result to their 2 HP. If they add one point to one stat of your choice (but
torch is used up. taking with her. If they choose to stay with her, rolls a lucky 4, their HP becomes 6. never over 18).
12 13
Crack!
• The skin of a tinykin scout or elf hunter: (just as it would be for someone else to walk
“Turjan robed himself with a short blue cape, tucked a blade into his belt, fitted the amulet holding Lac-
5-in-6 on their hands while holding a sword with
codel’s Rune to his wrist. Then he sat down and from a journal chose the spells he would take with him.
What dangers he might meet he could not know, so he selected three spells of general application: the
• Blink dog or displacer beast fur: 6-in-6 their toes).
Excellent Prismatic Spray, Phandaal’s Mantle of Stealth, and the Spell of the Slow Hour.” • Lammasu or ki-rin skin: 7-in-6
5 Pylophony
Jack Vance - The Dying Earth
3 Eldritch Surgery The caster talks to a door, gate, trapdoor,
The caster cuts out torn tissue, broken anything with a locking mechanism, and
IT’S MAGIC!
bones, ruptured organs, and the like with orders it to open, close, lock or unlock. Roll
a putty made of dead flesh macerated in 1d10 + rank:
embalming spices and quicksilver (33gp 2-3: the door reluctantly opens or closes.
cost per dose). The deeper the wound, the Locks are operated slowly and noisily.
SPELLS longer the surgery: a simple cut takes a few Traps are immediately triggered. The spell
Example spells
Magickers and other abracadabraic spell seconds, replacing a severed limb or fixing ends.
casters start with one spell, kept in their 1 Attune Map punctured lungs requires an hour. 4-5: the door agrees to lock or unlock itself,
spellbook. Make up a name that sounds Duration: 10 minutes. The caster causes a Roll as many d6s as the caster’s rank to leaving any traps or active runes in place
cool, and agree with the ref on its effects map they are holding to commune with know how many HP are recovered. Also, (hopefully someone will check for them).
when you cast it. the part of reality it represents. They can count the number of 6s rolled: The spell ends.
You can only cast as many spells per day as ask it one yes-or-no question per rank. The • One 6: the area healed, though devoid of 6-8: the door obeys and warns the caster
you have ranks, and if you have more than map’s knowledge is limited to cartographical any scar, is cold, grey, and clammy. about any dangers on it or on the other side.
that in your spellbooks, you must decide features: it doesn’t know about occupants • Two 6s: the patient makes pets and The spell lasts for an hour.
which ones you memorise every morning. or the history of the place (unless the map is farm animals aggressive. 9-12: the door obeys, disarms any traps
It’s a whole thing; if we were you we’d get ancient, missing pieces, or otherwise special • Three 6s: the healed character can only or runes, and will act independently to
the ref to use a simpler rule, or something – at the referendary’s discretion). subsist on living flesh. If they haven’t fed facilitate the caster’s endeavours and make
more intricate from their favourite fantasy For the price of two questions, the caster in a day, they must save to avoid going their enemies’ lives harder. The spell lasts
game. can point to a blank space on the map. into a frenzy at the sight of blood. until sunset.
The room or area there appears, drawn as • Four 6s: the healed character is consid- 13+: the caster becomes the doorway’s
Learning new spells. If you find a spell- accurately as the rest of the map. There is ered undead for all intents and purposes. master until someone else casts this spell
book (say, on someone who just died from a 3-in-6 chance that each trap, secret door, They can be turned, damaged by holy on it. They decide who can go through it,
a steel overdose), you can learn the spells in or other hidden feature in the newly drawn water, etc. even if the door is forced or destroyed. If
it. This should require a roll, or money for area is represented. • Five or more 6s: the character becomes the caster is not around to allow passage,
kraken ink and gorgon vellum, ask the ref. a wight. A case can be made for the player they must specify conditions (in as much
Some fancy magickers make scrolls con- 2 Cloak of the Chameleon to retain control of their character, but detail as they want, for the door will follow
taining a one-use spell. You can also try Duration: until removed. The caster grants the referee is within their right to remove instructions to the letter).
learning from them, but don’t cast the spell the power of camouflage to a single skin or them from the game entirely.
by mistake! pelt. The more exotic the skin, the harder it All these effects, save the last one, wear off 6 Vermin Friendship
is to notice the wearer (or hidden area/ob- after 1d6 weeks. Duration: one hour per rank
But I don’t want to come up with my ject) by sight or smell (the wearer makes just The caster is able to communicate with one
own spells! Fine. That’s an easy one: use as much noise as anyone else). 4 Head over Heels type of creature commonly considered as
the examples to the right. There is a much, Some guidelines are given below. Note that Duration: 1 hour. The target’s relationship vermin (insects, arachnids, some rodents,
much longer list in KNOCK! issue 4. And the chance of hiding is for a creature who with the floor and ceiling is inverted; also, birds, or bats, etc.). Cooperation is not
you can find spell lists everywhere on the stays very still; it is reduced by 1 or more if their feet and hands swap purposes. Not guaranteed: roll d20 + CHA modifier on
net, in zines and other games. it is moving. At the ref’s discretion, a large only are they able to use their hands to walk, the table below. At the ref’s discretion, an
Yochai Gal made a table of d666 (216!) pelt can be used by more than one creature. magically suspended from the ceiling, but offering (of food, for example) may allow
one-line spells for his game Cairn. It’s called When the skin is removed, the spells ends also they can manipulate objects with their the player to add their rank to the roll.
More Spellbooks. We also must recommend and the skin is destroyed. legs. If there is no ceiling, tree branches and Initial reaction
the super flavourful spell books put out by • Hood of pigeon feathers: 1-in-6 other overhead objects can be used to walk. 1-6 Hostile – possible attack
our friends at Lost Pages. • Ram or billy goat fleece: 2-in-6 The spell doesn’t work if there aren’t any. 7-14 Distrustful – no attack
• Stallion or bull hide: 3-in-6 It is however very difficult for the target to 15-19 Neutral – open to offers
• Polar bear or white tiger pelt: 4-in-6 interact with the floor and ceiling normally 20+ Friendship
14 15
Crack!
Example Miracles
the gods consider honourable under the
Note: Most of the spells and miracles you may find in other estimable compendiums
1 Holy Healing circumstances. For example, sneaking into
have ranks attached to them (that they sometime strangely call levels). If you use these,
A zealot who asks for someone to be healed someone’s bedroom to slit their throat while
we suggest this rule: a commoner casting a spell or miracle from a rank higher than
can give them back 1d6 HP per rankl. If the they sleep may be alright if the someone is
their own rank loses 1d4 HP, +1 per point of difference between the ranks.
gods consider the wounded as not entirely an evil necromancer. In doubt, roll a d6!
Example: a 1st rank magicker casting a 3rd rank spell loses 1d4+2 HP
deserving of the healing, they may make
the zealot lose 1 or more HP per rank. This 4 Wrath of the Gods
miracle can also cure diseases, curses, and This miracle is used to punish the evil and
other afflictions at the ref’s discretion. the unbeliever, usually in a memorable way.
MIRACLES Among other things, the wrath of the gods
Zealots (and other religious jobs if you’re Casting Out Evil. A zealot can use a can take the form of:
magic circle, holy symbol, or any other relic 2 Emergency Blessing
using them) can ask for a miracle a number 1. A swarm of insects (1 damage per turn
to drive undead and demons away. They A blessing is a lengthy ritual requiring can-
of times per day equal to their rank minus to everyone in the area)
must roll a d20, adding their rank and CHA dles, a holy altar, and hours of chanting. In
one. So zero times at first rank. Yeah, tough. 2. Vomiting toads, plagued with lice, or
modifier (with possibly the creature’s rank a pinch, a zealot can ask the gods to bless as
If the miracle is reasonable enough (to the covered with boils (one target is a social
as a negative modifier). Depending on the many allies as twice their rank. For the next
ref as well as to the gods), it happens. pariah for as many days as the caster’s
roll, either one, 1d6, or 2d6 creatures are hour, the blessed commoners get +1 to all
their rolls. In addition, the damage from a hit rank)
◆ Wait, aren’t miracles a form of spells? unable to approach the zealot and their 3. The turning of sticks into snakes (as
companions. A very high roll might even that would drop them to zero hit points can
Yes, they are. You could even call them many as the zealot’s rank)
destroy those unholy creatures! be cancelled if they wish, but the blessing
divine magic spells and keep them in a 4. Changing wine into piss (as many cups
ends for all involved.
tidy list — and if you have one already, by ◆ I know a game that uses 2d6 to do this! as 10 times the zealot’s rank)
all means, use that (see what we say about Yeah, we’ve heard of it, but we’d rather not 3 Silence of the Lamb 5. Localised floods (as many rooms or
spells on p. 14.) We recommend you keep reproduce that 2d6 table here. Honestly Everyone in the same room as the zealot areas as the caster’s rank)
the magic of the gods different enough though, it is probably easier to use than makes no noise, as long as their actions are 6. The blotting out of the sun for a day
from magicker magic. our maths-heavy system. honourable. Some discussion may happen (in a radius equal to the zealot’s rank in
between players and ref to establish what kilometres)
7. … Come up with your own!
16 17
Crack!
MAGICAL ITEMS 26. Hat of the Gnomes. This red conical 54. Skeleton Key. Unlocks any door, as
In a fantasy game about plundering tombs hat lets you turn invisible, but you cannot long as there is a dead body nearby. The
and robbing wizards’ towers, there should stop giggling. body becomes a hostile skeleton for the next
be a lot of magical items. Common stuff 31. Headband of Hearing. Your ears are 1d6 turns.
includes weapons that add +1 to hit and like a dog’s, but you may get distracted by 55. Speakin’ Spells. An orange electronic
damage rolls, armour with a better dAC, loud noises. book that works like a permanent scroll
potions, and spell scrolls (see p. 14). 32. Helm of Brilliance. You always sound for 6 spells. Its voice synthesiser can cast
To be interesting, magical items should smart. Once per session, ask the ref for an independently, but choose at random from
have unique powers with narrow yet pow- answer to a question. the stored spells.
erful effects. We want our commoners to 33. Inverted Poniard. A wound closes 56. Targeting Computer. Affixed to a mis-
be known for the items they own and the around its blade: heals all missing HP, but sile weapon, it lets you hit automatically for
creative ways they’ve used them to solve the handle sticks out. The poniard is slowly double damage. (Batteries die on 1-in-6.)
problems in their adventures. pushed out over 1d3 days. 61. Teapot of High Healing. Drinking its
Here is a list of such items we hope will 34. Invisible Kriss. This short blade can tea gives back 1d6 HP after you’ve had a
create unexpected chaos in your games. only be seen when in contact with blood. pleasant conversation about the weather.
Most of these work once per day. 35. Kite of the Risky Travels. Takes up to Brews enough for 1d6 cups.
six people to wherever the wind blows. 62. Telescopic Bo Stick. Pole jump 12m
d66 Magical Items 36. Las-lance. 3d6 damage, overheats on in any direction.
11. Amulet of Otherworldly Magicks. a double or triple, dealing that much dam- 63. Wand of Power. Lets you cast a spell
Cast a specific spell if you sacrifice a life to age to the user. for free. 2d6 charges.
a patron. 41. Mace of Disappearance. Double dam- 64. Weapon of Skill. Has a special ma-
12. Avenger Spear. Can dispel magic but age on undead or demons. If reduced to 0 noeuvre you can use once per fight: parry,
wants you to fight evil. HP, the creature is teleported somewhere feint, fast attack, powerful damage.
13. Belt of the Full Belly. While you wear safe instead of taking the damage. 65. Weirdo Cat Statuette. Turn into a cat
this, you don’t need food. You vomit every- 42. Masks of the Beast Lords. Speak with all your gear, except this statuette that
thing that goes past your lips though. with animals of the same type. Add your now looks like you and lets its bearer turn
14. Blade of Slaying. Powerful damage rank to reaction or influence rolls. into you.
(2d6) on one type of enemy. 43. Potion Making Kit. Cumbersome and 66. Wizardly Hat of Wizardry. Stores a
15. Bleeding Heart Icon. Lay on hands to costly, but you can make a potion at every random spell that you can cast normally.
heal someone, sacrificing 1 HP for each 2 camp. You need a sample or the formula. There is 1 in 6 chance that the spell cast is
HP healed. 44. Prayer Beads of Martial Prowess. another random spell, which now replaces
16. Claws of the Ninja. Easily climb sheer Meditate and train for an hour; you get an the original one.
surfaces. extra unarmed attack per turn for the rest
21. Drums of the Dead. Play for 1d6 of the day.
minutes and summon as many spirits of the 45. Radioactive Robes. These sickly
people who died here. green robes grant dAC 16. Anyone near
22. Dwarven Pickaxe. Digs faster, points them (or in them) loses 1 HP per hour.
towards gems, but makes you greedy. 46. Share the Rage Pills. For 5 minutes,
23. Everburning Scourge. Anything hit add 1 to your melee damage, but your oppo-
by this short whip has 2 chances in 6 of nents do too. 2d6 pills.
catching fire. 51. Ring of Rotating Knowledge. An-
24. Exosuit of the All-Conquering Rea- swers questions in exchange for important
son. Heavy armour that cannot be affected memories.
by any magic. Neither can its bearer. 52. Saddle of the Goat King. Turns any
25. Feathered Cap of Elvenkind. Run mount into a giant goat.
swiftly in the wilderness, add your rank 53. Silver Eye Symbol. You can cast out
to roll trick shots with a bow. You become evil like a 1st rank zealot.
haughty and also allergic to iron and silver
(1 damage per turn of contact).
18 19
Crack!
CREATURES BESTIARIES
You can lift creatures from many a game that’s broadly compatible with CRACK!
This is what we call everything and everyone you encounter during your adventures. Try A lot of them have free versions available online. We publish a bunch of them in every
and find out what they want before you attempt to kill them. These sewer goblins might issue of KNOCK!, and the blogs we list on the back cover often have creatures posts.
become your new best friends! To start you off, here are 20 example creatures adapted from popular fantasy worlds.
You can use it this as your basic wilderness random encounters table
Creatures are defined thusly: - Attacks, areas, distance, and the like. We
(use 2d10 if you’d rather have a bell curve).
- Typical number of creatures encountered assume most creatures only attack once.
(in brackets after its name). Unless they’re big or many-tentacled. If not
- dAC and type of armour or defence sure about how many targets are caught 20 Common Creatures
- HP, expressed as dice and their average in an area of effect, and you’re not using a
1. Purplepillar (1)
result, ex: 2d8 (9) map or are otherwise confused, just make
dAC 13 (rubbery hide), HP 15d8 (67), +10 bite
- Weapons or attacks (bonus to hit roll, it a random number. For example: Dragon
(2d8), +10 sting (lose 1d6 DEX), S 10,ML 10
damage) breath (3d12 to 2d6 targets).
Gigantic, burrows tunnels, swallows you on
- SAVE (“S”), see p.11
a roll of 15+, wants to burrow in peace and
- Motivation Level (see p. 11) Languages. Creature languages create
munch on dwarves.
- Special abilities and weaknesses complexity in scenarios where parley and
- Goals and needs bargaining is important to the commoners’ 2. Green-Black Sludges (2d10)
survival. Some smart or educated creatures dAC 2 (squishy and unmoving), HP 2d10 (11),
For example: know Volapük, a very basic sabir used for +1 acidic touch (1d6 every turn until removed),
Zealous Acolytes (2d6) commerce and war. S 14, ML 12 - Very slow, hivemind, want to
dAC 12 (leather), HP 1d6 (4), +0 club or kris Commoners with a positive INT modifi- consume and grow.
(1d4+1) - In a group of 6+, one acolyte can er speak an extra language per point. Use 3. Gelatinous Globe (1)
perform miracles. Wants you to gouge an the table below if you can’t decide. dAC 11 (jelly like), HP 4d10 (22), +3 (paraly-
eye out to offer it to the One-Eyed God (asks 1. Angelic (priests, servants of the gods) sis), S 12, ML 12 - Rolls around faster than
politely at first) you’d expect, brainless and painless, often
2. Demonic (warlocks and the denizens of
carries undigested items, wants to exist and
hell dimensions)
Creature rank. If you need to know a digest.
creature’s rank, it is the number of dice used 3. Doppelgänger (spies, illusionists, skin-
4. Shadow Wraiths (1d8)
to roll their HP. For example, the rank of a changers)
dAC 16 (incorporeal), HP 4d8 (18), +3 (1d6
Zealous Acolyte above is 1. 4. Draconic (cultists, lizardfolk, HP and STR), S 12, ML 10 - Fly fast, undead,
dragons) immune to mundane weapons, fear holy
All creatures can see perfectly in the dark. 5. Dwarvish (gnomes, dwarfs, golems) symbols and avoid consecrated ground,
Don’t ask, it’s a traditional thing. want revenge for some forgotten slight.
6. Elvish (faery, elves, and posh
humans) 5. Iron Eaters (3d6)
◆ Secondary considerations:
7. Goblin (hobgoblins, bugbears, orcs) dAC 17 (small and armoured), HP 5d8 (22),
- Creature disposition. Sometimes, you
+4 bite (instantly rusts metal), S 12, ML 7 -
may not know what state of mind a group 8. Medusa (ancient priests and
Fast, wants to eat iron based metal.
of creatures is when encountered (not mythical creatures)
all encounter tables give motivations for 6. Ghoul Hunters (2d4)
9. Tinykin (gnomes, cooks, pranksters)
creatures). So, randomise it. Ask a char- dAC 13 (agile), HP 2d8 (9), +1 claws (1d4,
acter to do a roll modified by their CHA. 10. Sylvan (magical woodland 1d4) and +2 bite (paralysis), S 14, ML 9 -
Or use the 2d6 table of old. Or just assign creatures) Quasi-undead, want to eat dead flesh and to
chances-in-6 of a favourable reaction.… Or At the ref’s discretion, you may wait to live in a pantomime of human society they
do what you’re used to doing. declare what language you know. reconstituted underground.
20 21
Crack!
22 23
Crack!
7. Insect Room - Characters edging around 12. Pointing Statue - A 3m tall stone sta-
AN INTRODUCTORY ADVENTURE the narrow ledge have a 2-in-6 chance of tue stands pointing straight ahead (it’s
The core of our hobby is not based on a game system, let alone a brand. A few mates slipping down and waking up a crowd of pointing at the Secret Door). This Living
and an adventure, that’s all we really need! Expect to see more of these in the downloads voracious flying bugs (for 2d6 combat turns: Statue activates if the Wood Golem is
section of our site soon. anyone in the room suffer a loss of 2 HP per destroyed.
turn, 1 HP if in an adjacent room. Waving a • Living Stone Statue – dAC 15, HP 5d12
torch wildly halves the damage) (30), +4 fists (1d10, 1d10), S 12, ML 11
CITADEL OF EVIL by Stuart Robertson
8. Spider Lair - 4 Giant Spiders scuttle out to
attack! Within their webs is a cocoon with a
13. Forgotten Room - a skeleton sits
slumped over on a chair behind a desk.
The Citadel casts a dark shadow from its mountain. Can you find a path to the top
and rescue your kinfolk? A dungeon for 1st-3rd rank commoners. weakened Gnome inside, as well as 70 coins, Scrolls of defense vs undead, feather drop
a silver dagger and a Magic Spear. and a Treasure Map and a gold cand-
A. THE CAVES • Blessing: anyone throwing a coin in the • Giant spider - dAC 13, HP 3d8 (13), +2 bite lestick are on the desk. A locked chest
1. Entrance Cave - Illuminating this pool is granted a +1 bonus to any roll for (2d6 + poison), S 14, ML 8 - 6’ long hairy spi- contains several rare historical texts
large natural cave is the lantern from 2 1d6 turns der. Poison: SAVE or die in 1d4 turns. (value 500gp to a scholar).
Gnomes looking for their companion. 4. Fungus Garden - This room is filled with Webs: anyone in the spider’s lair has 1-in-6
• Gnome - dAC 14 (evasive), HP 1d4 (3), a wide variety of different mushrooms. chance to be caught in webs; roll vs AC12/
+0 short sword (1d4), +1 crossbow (1d6), Characters have a 2-in-6 chance of relea- STR to break free.
ML 6 – Pointy green hat, big nose, white sing hallucinogenic spores (SAVE or flee • Magic Spear - carved from the bone of an
beard in random direction for 1d4 combat turns unknown creature and engraved with red
2. Dank Tunnel - The floor is wet and harassed by illusory monsters). Eat a alien runes, +1 to attack and damage rolls vs
treacherous from water dripping from the mushroom: recover 1d6 HP + hallucina- undead
ceiling. A dank, earthy smell fills the air. tions (as above). 9. Stone Stairs - Weak characters or those in
3. Pool Room - This room is lit by a dim 5. Stincky Cave - A thick yellow mist clings heavy armour have a 2-in-6 chance of falling
red glow from 3 Glowing Scarabs on the to the ground here. Characters have a 10’ during the 100’ climb to the Crypt Level
walls. A Blessing pool contains 12 coins. 2-in-6 chance of falling in the hidden pit. above.
• Glowing Scarab - dAC 15, HP 1d4 (3), +0 6. The Well - The floor is wet and slippery.
B. THE CRYPT
short sword (1d4), +1 crossbow (1d6), S 14, Anyone looking into the pit: SAVE or slip
10- Hall of skulls - Characters must break
ML 6 - 3’ long beetle, glowing glands on to their doom! (DEX mod. may apply)
through the wall (roll AC 15/STR, or a turn’s
the carapace (cast light on 10’radius, for
work for 4 people) to enter this hallway.
1d6 days if removed)
Niches along walls hold 12 Undead Skulls
that politely answer questions about the
crypt in an ancient language
A B
24 25
Crack!
D
14. Antechamber - This room is magically 19. Prison Cells - The Bugbear in room 20 the word ‘NEPO’ opens
silent. The doors are heavy and require a has the key to the locked doors. Inside the door and leads to the
roll vs AC 12/STR to open. each cell is a Missing Villager. Mountain Walkway
20. Guard Room - 2 Hobgoblin Merce- below the Gatehouse.
15. Smashed Statue - the arm of this 8’ tall
naries and a Bugbear drink and play Noise or light alert the
statue has broken off and a bowl of (50)
dice games here. They have 46 coins and Main Gate’s occu-
coins is scattered at its feet. If anyone
several casks of wine. pants who fire arrows
touches the coins, the statue recites a
at anyone on the path.
wake-up the dead spell. 2d6 skeletons • Hobgoblin - dAC 13 (leather and chain),
from room 11 animate and track the HP 1d8+1 (5), +1 naginata or sword (1d8), 24. Wooden Staircase - Leads up to the
commoners. S 14, ML 8 - like goblins, but taller, duller, Citadel Level above.
• Skeleton- dAC 12, HP 1d8 (5), +0 claws better organised 27. Deserted Shrine - A few old candle
(1d4), S 14, ML12. • Bugbear - dAC 14 (scale mail), HP 3d8 D. THE CITADEL
sand bits of crockery litter the floor.
(14), +3 halberd or giant club (1d8), S 14, 25. Mountain Walkway - This long path
16. Spiraling Stairs - the stone stairs spiral Lighting a candle will grant 1d6 HP.
ML 9 - sneaky, hairy, vicious bullies leads up the side of the mountain to the
up 100’ to the Dungeon Level above.
Gatehouse. The Sally Port (Room 23) is 28. Crumbling Courtyard - Two Cultists
They end in a stone floor block, which 21. Temple of the Slime Lord - Two located at the ‘X’ on the map. and a Hobgoblin Mercenary are discus-
must be pushed aside (AC 20) to open. braziers illuminate the room. A group of sing the need for more villagers.
5 Cultists preparing to lower a Villager 26. The Gatehouse - A raised drawbridge
C. THE DUNGEON and heavy iron bound portcullis prevent 29. Ruined Keep - The upper floors of this
into the pit and the Copper Gelatin kept
17. Dungeon Hallway - Torches along the anyone from entering or leaving the building are in ruins, but the ground floor
at bay by the heat from the braziers. A
walls light this area. Citadel. 14 Hobgoblins fire arrows at is still intact. A wooden staircase leads
Conjurer leads this cabal.
intruders they notice in the courtyard or down to the Dungeon Level below.
18. Storage Room - This room is filled • Cultist- dAC 12 (leather), HP 1d6 (4), +0 on the Mountain Walkway.
with barrels of rotted food. 12 Rats and 4 club (1d4+1), S 14, ML 8 - Bald, scrawny,
bottles of wine can also be found. hallucinated gaze
• Rats - dAC 10 (just a rat), HD 1d2 (1), +0 • Conjurer - dAC 12 (silk armour), HP 3d4
bite (1d4, disease carrier on 1-in-6), S 14,
ML 5
(7), +1 kris (1d4 + poison: SAVE AC 13 This Commoner sheet belongs to: Crack!
CON or die), S 13, ML 10 – Skeletal old Commoner’s name: Job:
man, 2m tall, long stringy hair floating
like tentacles. Once per day: terror (SAVE Description: Rank:
or flee for 1d12 combat turns), reflected Former life: XP:
C
image (creates 1d4 two-dimensional
copies of the caster that disappear one STR INT WIS DEX CON CHA LUC SAVE dAC HP
by one when hit. +2 to caster’s dAC per
image).
• Copper Gelatin – dAC 11, HP 5d8 (22),
+4 touch (2d6 + acid), S 12, ML 12 – Giant,
Special Abilities & Spells:
copper amoeboid, immune to all attacks
except cold and fire. When hit, divides
into 1d6 Minor Gelatins (dAC11, HP 1d4
(2), +2 touch (1d6 + acid), ML 12). Acid:
2d6 damage per combat turn, destroys Equipment & Magic Stuff:
leather and wood in one turn.
22. Winding Passageway - This roughly
cut tunnel slopes steeply down and conti-
nues for 100’.
23. Sally Port - This heavy, magical locked
iron door is engraved with a leering face Past Successes and Memorable Disasters:
with a long tongue tied into a knot. Saying
26
Crack!
BARELY/EXPLAINED V1.0b
AND THAT’S
MORE OR LESS ALL…
We may change or add to some of these rules as we play with them, because tinkering
with game systems is part of the fun. We’ll also add adventures, random tables, charac-
ter jobs etc. You’ll find all this on our website or in KNOCK!
Let us know how CRACK! work for you, and do publish any additions
or modifications online (see p. 2)
There are many places where you can learn about our preferred play style (adventure gaming is often re-
ferred to as OSR for Old-School Renaissance). We should know, we make KNOCK! magazine to bring you the
best from the scene. Some of it is sourced from our favourite blogs, which include:
A Thousand Thousand Islands, Aboleth Overlords, Against the Wicked City, Another Hamsterish Hoard,
Bastionland, Singing Flame, Beyond Fomalhaut, Brinehouse, Box full of boxes, Captain Ahab’s Leg,
Caulkhead, Chaos Magick-user, Cavegirl’s Game Stuff, D4 Caltrops, DIY & Dragons, Dungeon Dozen,
Dungeon Master magazine, Dyson logos, Elfmaids & Octopi, Emiel Bowen, Failure Tolerated, False Machine,
Gelatinous Cube, Glass Bird Games, Goblin Punch, Graphite Prime, Grognardia, Gus L., Hack & Slash,
Highland paranormal Society, Hobgoblin, Horoscope Zine, I Cast Light, Ice & Ruin, John Grümph,
Kezie Gracie, Les Livres de l’Ours, Lost Pages, Monster Man, Mottokrosh Machinations, Necropraxis,
Old Skulling, Paths Peculiar, Permanent Cranial Damage, Prismatic Wasteland, Questing Beast,
Rise Up Comus, Roles, Rules & Roll, Skullfungus, Strange Magic, Sword and Scoundrel,
Tales of the Grotesque and Dungeonesque, Tenfootpole, The Blue Bard, The Lost Bay,
The Man with a Hammer, The Manse, Trollsmysth, Victory Fish, Wayspell, What Would Conan Do?,
White Tower, Ynas Midgard’s RPG Blog, Zenopus Archives.
Yeah, that’s a lot. Maybe start by reading David Perry’s compilation of player and referee principles,
Principia Apocrypha. On David’s download page, you’ll find a lot of useful links, including
Matt Finch’s Quick Primer for Old-School Gaming, which is another must read.